$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.
Based on OGRE3D graphics engine, the ludiloom engine lets you focus on designing and managing the game experience.
Audio & Video
Standard audio formats, such as .WAV and .OGG, are supported along with realtime video recording and playback on any surface.
Built-in NVIDIA PhysX® engine. Joints, characters, sensors and vehicles (soon: soft bodies and deformable materials).
Game User Interface
Drag&Drop GUI editor with lots of widgets and skining support. Fast and easy listener configuration.
User friendly camera manager enables you to create any kind of in-game cinematic language.
Instant and easy, direct manipulation, deformation and detail texture painting of the terrain, with normal mapping support. Terrain projective decals, to highlight hotspots or scene decoration.
Architecture & Network
Firewall friendly network infrastructure, designed to support any game genre with smart, realtime network load adjustment.
Featuring LUA programming language with and extensive ludiloom API enabling you to control every aspect of your game.
Advanced materials engine and GUI based editor with vertex and pixel shaders support. Easily setup camera, video and html renders.
Gizmos to place, rotate and scale let you organize and resize, in 3D, each scene object, maintaining hierarchy relations.
A Browser Within
Built-in web browser, allowing web access inside any game.
Roads & Rivers
Point and click to create roads and rivers in seconds and enhance them with materials.
Secure P2P Network
With ludiloom it’s just as easy to create a single as a multiplayer game, managing game state consistence and persistence.
ludiloom uses a hybrid P2P architecture for efficient game content distribution and high availability.
Easy environment setup, with environment lighting and sound, fog, skybox, skydome and skyplane support.
Built-in pathfinding techniques allow automatic character movement control. (soon: inter and extrapolation system).
Lights & Shadows
In any scene, depth shadow maps, texture and stencil shadows can be cast from any light in realtime.
High quality particle-based effects, let you create fire, smoke, dust, rain…