$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.
Crytek is powering up its Indie Development Fund, an initiative meant to help smaller studios develop successful titles with CRYENGINE. Crytek has kicked off the initiative by investing $1m. More money is expected to be added depending on the amount of money donated with Pay What You Want model. Developers now have a chance to contribute up to 70 per cent of their payments to the indie fund.
Indie studios who want to apply for a share of this money can visit this link. Developers should have a project currently in progress, with no publishing or development deal in place to apply for the grant.
The deadline is Friday, September 9th with the first round of grand recipients due to be announced at the end of next month. Funding rounds are said to take place every three months.
There are too major rounds:
The selection process will begin with a pre-selection round during which Crytek will check that your project meets the requirements. Applicants who are approved during this round will be featured in the Candidate Spotlight.
During the second round, Crytek will choose three funding package recipients. Six additional projects will receive technical support packages. A project can only win once, but if you do not receive funding, you can re-apply every three months.
The Indie Development Fund is our way of supporting developers who have the creativity and talent, but perhaps not that little bit of financial backing that can make all the difference. Every day we see our community do awesome and unexpected things with CryEngine, and with this fund we will support the most innovative and inspiring work.
We’re very excited by the applications we’ve already received, and we can’t wait to help developers achieve their vision, whether on established platforms or the new generation of VR HMDs.
George Scotto, Development Director at Crytek
You can look at the rules and apply for the grant here.