$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.
Ubisoft ‘s earnings in the first half of the fiscal year ended on September 30, 2015. The overall sales fell to a huge 57% and their net loss was at a massive $71 million.
On the other hand back catalog sales have performed well with a 53.1% increase in the overall with digital sales totaling $153.98 million which equals to 48% of the total sales, a good bump from the 27.8% in the first-half a year ago. Also, if you also look at the most recent second quarter, sales fell 11%.
Co-Founder and CEO of Ubisoft, Yves Guillemot explained, “The quality of our back-catalog and the growing digitization of our business enabled us to deliver a solid performance in the first half of the year, even though – as planned – we did not release any major titles during the period. The fact that more than 80 percent of our annual sales are expected to be generated in the second half of the year mechanically weighed on our earnings for the first six months.”
He believes the outlook for the industry will continue to be promising and that Ubisoft has unique value-creating potential. Guillemot feels Ubisoft will continue to develop their business and is aiming to be one of the highest performing groups in the game industry and be a leader in the overall entertainment sector. By doing this they offer shareholders significant value – creation potential for the coming years.
Although the first half of Ubisoft’s year was silent, they are expecting a “sharp increase” in sales in the second half with the launch of: Assassin’s Creed Syndicate, Far Cry Primal, Just Dance 2016, Rainbow Six Siege and The Division. They are expecting third-quarter sales to be down about 26%, but they are expecting the sales to be stable.