Ok cool. I am not familiar with TG2 so I dont know whats in a distribution shader or whether that can deal out height and color at the same time. Your right in that it seems like it kinda could.

Keep us posted and let me know anything that I can help or push it forward with. Really want to see Mindol get some extreme TG2 goodness.

I have the height map in HF2 format. Would it help if I gave you a contour map of the fluid / snow height for a reference ?

The problem was that I had to go via PNG16 to get to ter so I lost the real world values in it.