How to properly Billboard sprites & particles in Blender


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In this tutorial, we’ll be going through on how you can recreate sprite billboards used in video games in Blender. We’ll be going over how to create this effect on one sprite/object, and then how to apply it in a particle system.

Billboards are 2D elements in-crusted in a 3D world, which are always computed always automatically face the camera.

In older games, they were used to save on memory, so character sprites and object sprites would become billboard. In modern games, they’re mainly used to help improve game performance by making the engine do less work, so most games today billboard effects like smoke, explosions, clouds, fire, cel shaded grass, and aura.

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14 responses to “How to properly Billboard sprites & particles in Blender”

  1. ​ Something that's probably worth noting is that the Locked Track axis order is really important. You've got the first Lock set to Y and the second to X. If you switch that so that the first is set to X and the second to Y, this will not work. So the lock axis evaluation order is very important. Also, the Locked Track settings you've got here only work if the object was created along the X-Y axis (facing Z) and then rotated along the X axis to face "forward." If you've got a plane that's facing down the Y axis (for example if you've applied transforms), this will not work and you'll have to lock the Y axis rather than the Z axis.

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