$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.
In 2005 a major release 2.2 included a GPU version of the rendering engine that gives a quality that is almost the equal of the software engine.
In 2007 a new class of actor was introduced into the animator that facilitates particle animation.
In 2009 the skeleton structure in the designer was enhances to a give weights to each bone. This facilitates character animation and skinning.
In 2011 a character path follower system was created that make it easy to carry out character animation where a repeated action takes place as the character moves, simulating walking, running and mixed activities are all now one-click operations.
OpenFX continues to be developed with installable releases every 3 months and continuous access to the source code in SVN. It is completely compatible with Windows 2000, Windows XP, Windows Vista, Windows 7 and Windows 8.
Image Post Processor Effects
- Blurs the screen to simulate Motion Blur.
- Depth of Field
- Simulates photographic depth of field.
- Changes the color of all pixels after the rendering is complete.
- Lens Flare
- Simulates the effects of lights flaring in the lens of a camera
- Simulates fog and haze.
- Adds a glow to any pixels with a key color.
- Adds a halo around lights.
- Adds a hilite for lights.
- Simulates the appearance of a laser beam.
- Generates a scrolling starfield.
- Creates the effect of a starfield in an animation.
- Simulates the effect of a star going supernova.
- Leaves a trail behind for all models that move in a animation.
- Offers 24 different video effects.
- Offers 26 additional different video effects.
There are also two special image processors.
- This plugin XFX image processor adds the capability to generate fractal fireballs and explosions. This is an animated XFX image processor and its appearance changes over a range of frames. Therefore, although it can be added as a global effect, it is best used as an Image Effects (F/X) object (Actor).
- Allows you to create atmospheric effects such as volumetric lighting, shadowing and fog using a number of configuration options.
Animation Physical Effects
- Build Effect
- Builds a model towards the camera over a range of frames.
- Buildto Effect
- Builds a model face by face from thin air and builds it towards the camera.
- Dissolve Effect
- Makes a model become transparent gradually, until it disappears.
- Explode Effect
- As you might expect, makes a model explode! You can set the center of the detonation, decide whether the pieces should fall under gravity or not, whether they should tumble, and more.
- Fall Effect
- Makes a model fall down under the force of gravity. The bouncing behavior and elasticity are fully adjustable.
- Flap Effect
- A simultaneous combination of the Wave and Modulate effects.
- Modulate Effect
- Passes a wave through the specified axis of the model and moves the vertices radially outward.
- Shake Effect
- Makes the model shake from its bottom to its top.
- Spring Effect
- Makes an actor with a costume compress inward upon itself and then fling off at high speed.
- Squash Effect
- Compresses or expands an actor’s costume in a specified direction. Unlike a simple scaling motion, the Squash effect causes the model to bulge outward, like a rubber ball.
- Twist Effect
- Twists or untwists an actor’s costume around the specified axis.
- Unbuild Effect
- Takes the model apart face-by-face until nothing remains.
- Warp Effect
- Makes a model warp out of view or into view.
- Wave Effect
- Makes a model undulate under the force of a wave.