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I've currently got scene where a mesh with a Waves Dynamic Paint modifier which is controlled by a particle system with a Dynamic Paint brush.

However, the Dynamic Paint is influencing parts of the object which I'd like to be stationary:

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The effect range of the particles is small enough not to reach the edges, but the ripples travel further than this range. Is there a way to add a mask or paint weights to control what parts of the mesh the Dynamic Paint modifier influences?

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With Geometry Nodes, before the Dynamic Paint you can store the position as an attribute that is then used after the Dynamic Paint to set the position, a Vertex Group as an input attribute can be used to control where the position will be reverted to the original.

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Here, a single Node Tree is used in two Geometry Nodes modifiers to do the work. It will just store the position or revert it depending on the Revert boolean input.

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