$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.
Arthur Garcia is currently working on a very ambitious project, which can potentially help Spanish game developers to learn more about digital art. He’s striving to build a place, where people can learn how to create digital art (from audio to 3D) for free. He started with a YouTube channel “Illumium Tutoriales”, where he shares his knowledge, gives some tips about content production.
Illimuim is not aimed at beginners only. It’s aimed at people of different levels. Arthur wants to teach people how to do amazing stuff with different software. The list of middleware includes Unreal Engine 4, 3DS Max, Zbrush, Photoshop, Audition, SketchUp, Blender, Marvelous Designer, After Effects, Premier Pro, Substance Suite, Quixel Suite, CorelDRAW, Make Human, World Machine, VRay, Keyshot, Marmoset Toolbag, Propellerhead Reason, FL Studio, SpeedTree, Sculptris, TopoGun, Simplygon.
This project is available for free. However, to continue this work, he does need some money to support his production. He’s currently gathering funds to buy a new PC to keep uploading fresh lectures every week.
In the upcoming month Arthur will be joined by Juan Rodrigo Ayala, who will start teaching Blueprints and C++ for Unreal Engine 4 crowd. Pablo Villalencio will also be joining, giving his expertise on arcvhiz. Pablo is an experienced architect, who knows everything there is to know about architectural visualisation.
Once the community of Illumium learns the software and core knowledge, the team will move on to putting that knowledge into practice. They will be learning to work on a real project – an RPG“Karion: Breaking Gods”
To support Arthur Garcia and his team, please proceed to the Indiegogo page.