$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.
Hearthstone has been a favorite of many ever since it was released. Especially when it came out on mobile, fans loved how accessible the title was. Now the popular digital card game is bringing in $20 million a month.
The enormous monthly revenues are split almost evenly between the PC version and mobile version of Hearthstone according to Blizzard’s summary of its annual report, provided by Superdata.
From the analysts perspective, Hearthstone has been able to dominate the digital card market due to Blizzard’s ability to create deep mechanics, while being more accessible and streamlined than other card games. On top of that, they were able to pack the game with all popular characters and settings from the Warcraft franchise.
In a graphic from Superdata’s blog post, it shows that once the mobile version came out, had a huge spike in popularity in early 2015 to jump above the PC version. The numbers are all estimations as they are based on different predictors, algorithms, and hard numbers. They took the numbers from credit card company sales and internal numbers from the publishers.