Map ocean displacement to a sphere? Is it possible to create a &quot;spherical ocean&quot; effect by mapping an ocean texture to a sphere?
I tried baking an ocean simulation, loading the .exr images as an image sequence texture, and setting it to a displace modifier with Normal enabled to displace along the object normals. That resulted in this strange effect:

Is it possible to do this properly, with evenly sized waves, etc.?

Update
I got this to work (partially) with a cycles image texture node set to box, and cycles experimental displacement:

However it's not quite what I expected..
Since the displacement modifier has an option to choose the texture coordinates, this isn't any different from the common problem of UV mapping a sphere.

I recommend some sort of blended box mapping using one modifier for each axis and blending between them with vertex groups.