Yeah, that works fine. What doesn’t work for me is the WindWeight. In the doc it says you can use a greyscale map, maybe it just doesn’t mean what I think it means.
What I basically wanna do is mask out an area where the wind is applied, since I got an texture atlas where the trunk is included. Means your setup will give a jitter in the trunk, too. Doesn’t look to realistic
Next thing I tried was taking the result of the SimpleGrassWind and multiplying it against an alpha mask -> doesn’t work. But, if you do the same using tesselation and using World Displacement instead of World Offset it works.
The system works fine if your using single leafs as a texture, but for my case I guess I have to find another solution to make it look more real.