Well, this is the result of the thread I started on focused critique.
There are many problems, but I can't spend any more time on these. I may finish the whole sequence with the meteor, but I don't think I will simulate or render anything else on the wave. Maybe in the future I could try again.
It was mostly done on cycles. If the compositor had frame blending and post motion blur like reel smart, I would not even need after effects. I worked much faster and better in the compositor then in after.
Here is the kind of wip thread. http://blenderartists.org/forum/show...a-4-months-WIP
If anyone have any questions or suggestion for future projects, they are welcome. I may try something like that again in the future, if I can do it in way less time.
Since some people asked, I created some videos trying to explain the file.
This is not quality material, though it gave me a lot of difficulties to create. Still... I hope it can be useful for someone. Many problems happened trying to create the videos and some of them might still be out of sync or have video problems. If you see them, tell me. Besides that, it was my first spoken tutorial and it may be hard to understand and follow. Sorry for all the mistakes I made.
There are still a lot of things I would need to cover. If anyone wants more information, like the compositor, for instance, just tell me and I will see what I can do.
LAYERS AND ORGANIZATION
How the layers are organized and where everything is.
THE MASK MODIFIER
This part is the simplest, about the mask modifier, why it is important in this file and how to use it.
UV PROJECT MODIFIER
This part is about the uv project modifer and uv project order. Why I used it and why object mapping or uv map would not work.
VERTEX WEIGHT PROXIMITY
Painting the deformation influences dynamically. Why I use 0.6 as weight and about the vertex groups
This part is about the rig I created. The motion of the bridge and camera, the use of lattices universally, bend modifier, drivers used to control and the height of the wave influencing the bending.
How I created the detection of the collisions. Why dynamic paint would not work, nor would animated textures. How I used remesh modifier and textures to create the detection. Why blender particles sux.
DUPLICATING THE WAVE
How to pass the changes from the main wave to its copies. An intro to suffering and despair.
The alpha from the wave and bridge, holdout shader, how to save the files and use a big number of particles. Why not to use disk cache. Use of seeds for multiple renders.
THE WAVE SHADER
Here I show the use of ray length with gradient, emission shader to understand the textures and uv project.