I had to make a sequence of animated water today or, I thought I did, I was informed afterwards that water will be handled in Realflow later so I'll share this little clipfile here, it's been a while since I uploaded anything of use.
It is pretty simple but effective and just uses a general water shader with a couple of control parameter nodes. Everything is clearly labelled as to what it's for, there's very little you need to know, really.
Load the clipfile as normal. This note vv is included in the clipfile so you can open it from inside the program for easy reference;
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The sea is a sphere object set to the same radius and coordinates of the default TG2 planet.
- Water Level -To control the depth, open the node
'Water Level - Offset' and go to the displacement tab.
Use the
'displacement offset' parameter to control the planetary height of the water in metres. Positive values raise the water level, negative values lower the water level.
The default setting here is;
'displacement offset = 10'. This makes the water 10 metres deep over the surface of the whole default planet, when there is no terrain.
- Animator -For animation purposes use this node to
scale/rotate/translate the water shader in any direction.
For both of the example image sequences I used;
'Translate Y = 5 metres per second' and
'Translate Z = -2.5 metres per second'.
To make the horizontal wave pattern, I used
'Scale X = 5' to stretch the water East/West.
All
'Animator' parameters are left at default settings when you load this clipfile so, you can
stretch/rotate/scale them to fit your own scenes and needs.
***Nothing more, really. The note is inside, and here's a small, low quality preview of the couple of variations described above;

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Cheers!