I'm wanting to apply a gradient texture to an object that is using the wave modifier, in a way that only the wave crests, or a z-range, get a color ramp band. It doesn't work with the wave modifier active, but it does work with the modifier applied, so the texture coordinates seem to apply only to the original (non-modifier-ed) mesh, which probably makes perfect sense. Unfortunately, the mesh is then static. The intent is to have a dynamic python-generated driver initiate the 'ripple' via midi input, so static or pre-rendered isn't in the cards.
I've added an image of the very simple node network and one of how I'd like the effect to look, but the image is of the mesh with the modifier applied, not active.
Is there a way to get a texture to do this while the modifier is active? I've seen a way to do something similar posted here using material displacement, but the wave modifier has some nice controls, so I'm just wondering if there's a way to do it with the wave modifier, or is that just too lazy. Thanks for taking a look.