Smooth interpolation for PBR mesh environment reflections?

I’m trying to visualize ocean waves.

I do this by defining vertical displacement for points on a grid. With PBR and texture applied this looks like:

The mesh is clearly visible. Is it possible to make the surface look smoother? Judging from the examples I would think so but can’t get it so work.

My pipeline look as follows:

  • Read grid from .stl file.
    grid = reader.GetOutput)

  • Displace the points vertically depending on their location
    grid.GetPoints.SetPoint(...)

  • Add texture coordinates
    grid.GetPointData().SetTCoords(TextureCooridinates)

  • Calculate tangents
    vtkPolyDataTangents

polydatamapper->actor->etc.

What am I missing?

.

Found it, have to use Normals, not Tangents :see_no_evil: