Inspired again by Simon’s video https://www.youtube.com/watch?v=HtCxq8UZGD4 - very helpful :) I decided to give it a go and did a small test and I have to say it works pretty well. This approach has some advantages over creating this kind of setups only in Substance Designer - IMO it gives a bit more volume to the textures so I will for sure implement this technique in my pipeline from time to time. I think it will come very handy in the early stages of the game development when you just trying different ideas. All I did is just set up a simple Vellum simulation using hair and strut bodies and run the simulation. No more problems with tiling or tedious placing of all the small elements.
I baked the whole thing in Substance Designer as it gives better results IMHO.