place a node that is called "vertex color". Take the alpha channel of it and multiply it by the wind node. The same thing as what you did, but instead of hooking up that texture alpha, hook up the alpha channel of the vertex color node.
There is a hue shift node. It has two inputs. One for the incoming color, and one for the shift amount. You can control the variation through a noise texture for example. Or there is per instance random node. But you will need to scale the result of the per instance random or a noise map into a very small range. like…
Thank your for the node, i will try it. As for the textures, i took a screen of the properties, tell me if you need anything more specific. What troubles me is that i have a similar problem with the grass and it makes it look very bulky and "wrong" from some distance. You can see it on the edges of the clump i placed for…
Greetings! I'm currently trying to import my trees and foliage in unreal and i have an issue and a question. Here it goes: * Even though i'm using a 2k texture for my branches, they look very pixelated. I even tried a 4k texture but nothing changed. The result is that, as you can see in second screenshot, the trees from…