You can use the Wind modifier to apply wind effects to spline primitives. The wind is controlled with a noise locator which generates a 3D noise vector field. The noise field amplitude is generated by the locator and can be controlled using Gust Strength.
The noise is made up of two frequency components: low (Low S and Lo Bias) and high (Hi S and Hi Bias). The main direction of the vector field is controlled with the Direction parameter. The Shear Freq and Shear Strength attributes set wind vectors that run perpendicular to Direction. When specifying a region with a locator, the full transform of the locator will be taken into account (to get elliptical shapes, for example).
Lets you control how the modifier affects primitives in specified areas of the surface. For example, use Mask to load or an expressions or create a Ptex map that masks out the effect of the modifier.
The higher the stiffness the less splines bend in the wind.
Main vector direction of the wind.
Constant strength of the wind in its main vector direction.
Maximum strength of the wind component in its main direction (controlled with the Noise locator).
Maximum strength of the wind component in its secondary direction (perpendicular to the main one).
Shear frequency (wind component in the transversal direction).
Noise seed.
Sets the low frequency noise.
Sets the low frequency noise bias.
Sets the high frequency noise.
Sets the high frequency noise bias.
When on, primitives are treated as clumps in the wind force.
Loops the Wind Modifier effect between the specified Loop Start Frame and Loop End Frame.
Start frame for loopable noise.
End frame for loopable noise.
Sets the noise field units when the wind travels in the loop.