Detail Bending
Information
The detail bending on vegetation is caused by the wind setup in the scene. The amount of influence of the wind on an object is controlled via vertex colours. Detail bending for vegetation is a shader specific functionality which is currently available for the Vegetation shaders. It is some sort of vertex bending combined in RGB channel within the vertex colors.
Below you can see an example of vegetation objects influenced by wind.
(left:) without detail bending (right:) with detail bending (the playback speed is not realtime).

Basic Setup
Detail Bending needs only minimal setup.
- Apply a material to the foliage with the Vegetation shader enabled.
- make sure the distribution of polygons on the bending geometry is somehow regular

- irregularly tessellated geometry will cause visual artifacts later:

- set up vertex colors to control the detail bending
How Vertex Colors affect Detail Bending
All three channels are used to control the movement of the geometry.
| Color |
RGB Value |
Influence |
| Red |
100/0/0 |
irregular bending at the outsides - movement of smaller shapes |
| Green |
0/100/0 |
delays the start of the movement - use to create variations |
| Blue |
0/0/100 |
bend the leave up and down - moves the big shapes |
NOTE: Due to the fact that all three channels have different influences, it is crucial, that they are viewed and edited separately.
Setup in 3dsMax
Before we start any painting, we have to make sure that we got a clean tessellated mesh. If this is done we have to turn on Vertex Channel Display in Object Properties. Now our object looks like it got no shading. To sea only the vertex color we put on a white material.

Now we assign the first vertex color modifier and paint the hole object black. The first modifier is for the up and down movement of each leaf. For this we use a clear blue. Its very important that we got a 100% clear blue without any red or green. 255 blue means that we got no bending here. 0 blue means strongest bending. So for this object we can select the middle vertexes and turn on soft selection in vertex paint menu. We choose a value so that we got a soft selection all over the object by only selecting the middle vertexes.
Now we give a 255 blue on this selection and got this result:

Now we assign a second vertex color modifier which is not regular bending on the sides of each leaf. First we paint all black again. Than we select the outer vertexes of each leaf and paint them 255 red which means here is maximum bending. Than we take the vertexes one more inside and give tham a 128 red for lower bending. To get some more variations in this bending we can take some outer vertexes and give them a 220 red. The most important is, ceaping the middelline total black and use only pure red

Our last color is green. We assign a new vertex color modifier ( don't collapse the other two)and got to element mode. Now we select our first leaf an paint it green 255 green (again only green, no red nor blue). Than paint the next leaf 220 green, next 190, next 170 and so on. its not important to have exact values, just make sure you use a lot of different greens. This color tell the leafs to start bend in different times, so not all together going up and down.

If this is done we set the red and the green vertex paint modifier to "add" mode in the vertex paint dialog. To get this result:

The last step in 3D Studio MAX is to save your work and export the file. Make sure you have a backup before you collapse the stack so you can change if something is wrong in the vertex colors.