$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.
The artists dealing with architectural visualizations are soon to get Vray for Unreal Engine 4.
If you ever spoke with an architect who does 3d environments, you might have heard a lot about Vray and Unreal Engine 4. A couple of years ago, there were a lot of guys moving from traditional renders to real-time. There were a lot of new limitations, connected with game-specific requirements to 3d. There was a lot of nagging about workflow, and ultimately there was talk about UE4 renders not getting just the right kind of a photo feel, clients expect from archviz. It’s all debatable, but we were witnesses of these talks and arguments. But now it seems, we might have a Vray integration in Unreal Engine.
During the latest EUE 2017 in the Netherlands (a very cool event for 3d tech wizards), Chaos Group’s Vladimir Koylazov (at least we think it was him, cause there are no names on the slides, if you have info – let us know) did a nice presentation about a project, which provides you with a new solution, that integrates Vray into Unreal Engine 4. While we don’t have a lot of info, but we have a couple of slides from the event, which were shared by the CGarchitect.com.
It’s still very early in the development. The team managed to add a couple of nice features though:
- Import of the .vrscene file into the UE4
- Rendering of the scene in UE4
- Export of .vrscene files
In the future updates they will add custom shader for the VRayMtl material and custom baking engine to bypass lightmass. We hope to see some copies for early testing around August, right after Siggraph 2017.
During the presentation, the team behind the project mentioned that offline rendering will eventually go away, leaving more space for real-time rendering. Seems like, these flames about Vray or UE4 for architectural vizualisation will go away too.