$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
Senior 3D Character Artist Leslie Van den Broeck shared a free stylized base mesh you can use as a starting point. The artist is known for marvelous stylized models, so this is a really great way to dive into character art.
After getting a lot of questions about the availability of my stylized female basemesh I decided to refine it a little bit and make it available.
Disclaimer, this is a base to start with. do not take it as reference for anatomy, proportions or anything else. its purely a startingpoint.
By downloading a pack you get a ztl. that has the meshes combined and polygroups assigned to them and a obj. file.
Make sure to check out an awesome 8-hour video by Leslie on using a mesh below:
Want more? Here is a guide on how to make a base mesh for creating stylized busts inside of ZBrush by the artist. The guide folder includes a custom ZBrush UI setup and the actual base mesh itself.
And don’t forget to check out the artist’s artworks here.