I'm trying to create a wind shader, I used a noise generator to drive the movement of vertexes however that seems to be a bit too expensive so I wanted to try to use a small noise image instead.
However, the movements seem a bit different so I'm wondering how the noise generator node is being applied behind the scenes?
I'm coming from Unreal Engine and was trying to replicate a wind shader I made there, however some nodes seem to act a bit differently so I'm probably doing things inefficiently.
Here's a screenshot of the shader setup:
https://i.imgur.com/mK5tL7T.png
Basically I have 3 variables to control the direction (RedX, GreenY, BlueZ) of the wind and then I use a mask to mask out any parts that shouldn't move (or move less than the leafs). I'm using WorldNormal to get some variation in the movement in relation to how the faces are rotated.
Here's a comparison between NoiseGen node vs just Noise image, I've just plugged the NoiseGen/NoiseImage to the albedo output to clearly see the effect:
NoiseGen node: https://youtu.be/h4-JbyXH790
Noise image: https://youtu.be/toetcux-IRE
I've tried scaling the noise image up and down, I just can't get it to look similar to the noise gen results.
I'd also appreciate any pointers in how to do this more efficiently than I'm currently doing.
Thanks.