ok, that's a simple sine. Take the functions a build sin(x) or sin(z), then plug them into a displacement shader. The render above, I think, has used a plane upon which the sine was applied.
In TG2, you need to build formulas from inside to outside.
First you get x:
[get position in texture]
below that, you need a node to extraxt just x from the get position function: [x to scalar]
Below that, the [sine scalar]
That's is.
Regards,
Frank