$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.
Games market research group, NewZoo presented its breakdown of 2015 numbers. It appears that video game industry dominates movie market to become the fourth biggest entertainment market in the world, still losing to gambling, reading and TV.
Market research group states that global video game market generated a total of $91.5 billion in 2015, with projections to 2017 hitting $107 billion. Two major geographical leaders of this market are China and USA, earning $22.2 and $22 billion this year.
PC rules game market with $33.7 of revenue, $6.6 of which generated by web-based “casual” gaming accounts. TV and console gaming (with VR segment) is about $25.1 billion of the global market, then comes smartphone gaming, with an estimated revenue of $20.6 billion. Hand-held gaming is on the losing streak (compared to other segments) earning about $12.1 billion of the market.
The key to this success might be decreasing movie market according to the research. You can find more about other entertainment markets here.