This is the file I used to create the wave here
This link also contains the links to the videos explaining how to use most of the file.
I am not sure if it is possible to completely replicate what I did with this, but I hope it may contain tips for people trying to do something like it.
Here are the links to the tutorials:
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.