Dont let the high poly count intimidate or discourage you! This collection of 9 highly detailed red mangrove (Rhizophora mangle) trees is built up out of instanced geometry copies for roots, branches, leaves and pods. So even though the total polycount for the trees is 42960339, the total polycount without instanced copies is only 3469190. Therefore, the wind animation cache files are not absurdly heavy. By making instance copies of these trees that are built up from instance copies, you can render a gazillion polygons without crashing your computer.
The scenes have been set up in centimeters. The tallest tree is 11.90m total height with 8m above water. The smallest tree is 4.20m total height with 2m above water. All root elements reach a depth of around 1.5 meters (5 feet) or more.
The trees can be moved around freely, and the water surface can be replaced with another piece of geometry. However, it is very important that the water surface stays at Y=0 for the Vray Root shader to work correctly.
Roots and branches are almost all seamlessly textured. The transitions that are not seamless are hidden from view high up in the canopies.
There are three 4K jpg textures for the trunks, branches and pods (Color, Gloss and Normal). There are four 4K jpg textures for the roots (Shallow Color, Deep Color, Gloss and Normal). There are nine 2K jpg textures for the leaves (Opacity, Front Color, Back Color, Front Gloss. Back Gloss, Front Normal, Back Normal and Translucence.
There is a collection of 100 tileable and looping 1K HDR animated caustic textures that are plugged into the directional light. This was not possible with Vrays sunlight. That is why I use a Maya directional light instead.
The intensity of the wind animation can be adjusted for speed and amplitude through the WIND control curve. This animation is suitable for a light breeze. It is not suitable for strong storm winds. The cashed animations loop seamlessly for animations of any length.
Wave height, size and speed, as well as the size of the caustics can be controlled through the WAVES control curve.
For non-Maya users, there is an FBX file and Alembic files for the wind animation. The FBX file holds the instances, display layers and the animated joints for the wind animation on the hanging shoots. For the animation of the branches, leaves and pods, you need to import the 2 Alembic files. You must then connect the alembic imports to drive the instances in the FBX file through blendshapes or morph targets. Make sure the names of the alembic geometry match the names of the FBX geometry. Dont forget to set the alembic animation to Loop.