How to properly Billboard sprites & particles in Blender

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  • Опубликовано: 13 окт 2024

Комментарии • 103

  • @xinus2286
    @xinus2286 3 года назад +29

    for those wondering why it doesnt work. its because this never worked in the first place. as the method shown in the video is flawed.
    the particles only share the rotation of the main object. which is not how billboards work because this way the objects to the far left or right of the camera wont actually be pointing at it. i dont think blender currenty supports constraint inheriting for individual particles as of now.

    • @_vofy
      @_vofy Год назад

      Yeaaa

    • @marcfuchs6938
      @marcfuchs6938 5 месяцев назад

      And I was about to write, how this isn't working for me with a large billboard setup. Exactly what you say, the particles do not use the rotation information from the constraint of the origin object. Needed to turn all the particles into their own objects and give them the same constraint. Doesn't make too much of a difference in the end, but it would be nicer, if the particle system could use and translate such constraints.

    • @SpidDaSped
      @SpidDaSped 2 месяца назад +1

      It does still work, just with the tradeoff of having to realise your particle system beforehand. this is a minor annoyance at worst

  • @SteveWarner
    @SteveWarner 5 лет назад +11

    ​ 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.

    • @TooEazyCG
      @TooEazyCG  5 лет назад

      this is indeed something very important worth noting. Even something I haven't thought of! Thanks for commenting this information for others to see!

  • @SteveWarner
    @SteveWarner 5 лет назад +31

    Excellent tutorial. Very clearly demonstrated. It's quick and to the point with plenty of examples along the way. Keep up the great work!

    • @TooEazyCG
      @TooEazyCG  5 лет назад +1

      Thank you I appreciate it!

  • @fabersoul
    @fabersoul Год назад

    dude you're teaching is so brilliant! you have a talent for it. so many others are so boring and convoluted, yours are just a breeze.

  • @thecrowdedone5359
    @thecrowdedone5359 5 лет назад +2

    You're a blessing omg, I'VE BEEN LOOKING EVERYWHERE FOR SOMETHING LIKE THIS HOLY

  • @MrSonicTeam
    @MrSonicTeam 2 года назад

    Gosh darn it, thank you so damn much for providing a tutorial that I was searching for the 2 years!

  • @buzzdx
    @buzzdx 5 лет назад +21

    i can't replicate what is shown here. right at the beginning of the video we can see that every particle has its own rotation. the ones left to the camera are rotated differently then the ones to the right of it, as expected. however at 3:24 in your video it looks exactly like what i get, every particle shares the same rotation, no matter its position. this rotation comes from the original object you applied the constraints onto. can you please explain how to get the behaviour shown at the beginning of the video?

    • @KingKong19100
      @KingKong19100 4 года назад +1

      Yes, please. This is the same case for me as well.

    • @MiguelPartosa
      @MiguelPartosa 4 года назад

      Yep, that's the same result i got with mine. What i did though was put the plane in front of the camera and parent it to the camera.

    • @zanly5039
      @zanly5039 3 года назад +1

      i have a super easy fix: set the object used for the particle system to copy the camera's rotation
      that's it

    • @buzzdx
      @buzzdx 3 года назад +6

      @@zanly5039 i don't see how that fixes it. please look at the first few seconds of the video . you can clearly see that each particle has its own rotation. the grass in the lower (front) part of the image has a completely different rotation than the plants in the upper (back) areas of the Image. and sadly i still don't know how to replicate this effect. for me, all grasses share a single rotation which comes from the rotation of the instanced object.

  • @marvins4646
    @marvins4646 5 лет назад +1

    Woow.. This saves a tons of work. Sir, thank you very much for sharing this technique as free. Blender people are always too generous. Subbed.

  • @RemingtonCreative
    @RemingtonCreative 5 лет назад +9

    This is a super cool technique for NPR renders! I'll have to keep this in mind :)

    • @RemingtonCreative
      @RemingtonCreative 5 лет назад +1

      @Brick Krystal I'm all over the community. If it's about Blender, count me in!

    • @TooEazyCG
      @TooEazyCG  5 лет назад

      Glad you found this useful Grant!! :)

  • @MoritzAK
    @MoritzAK 5 лет назад +3

    I love this kind of Tutorials:
    Quick and every action is explained and reasonable, so you can transfer it easy on other projects.
    Only problem is, that the Particle billboards doesnt selftrack the camera. So when the camera is before the target object and rotates to the side it, the particle planes wont roatet with it.
    Thank you anyway and well done :D
    subbed ^^

  • @hitinuimaurin5547
    @hitinuimaurin5547 5 лет назад +1

    Great tutorial with simple explainations ! Thx for sharing with us your knowledge

    • @TooEazyCG
      @TooEazyCG  5 лет назад +1

      Thank you for watching! Glad you found this tutorial useful! :)

  • @arniespace
    @arniespace 2 года назад

    So cool! Thanks. Exactly what I knew could be done, but did not have a clue how to accomplish it. Right now I just want a single billboard with a patch of stars on it to put right behind some spaceship models. When I use a simple plane my stars look skewed unless I match the planes angle to the camera. I've used star sphere's a lot before as well, but this looks just as good and it is very easy to make a image texture for that looks good.

  • @B0BBY-303
    @B0BBY-303 8 месяцев назад

    I've managed to fake out the fade out you see on planetary atmospheres with this method by creating a 2d plane around a sphere with "halo" texture applied to it and then locking it to the camera. The limitation is that it only works for distant wide shots, as it only tracks the camera position and not the direction it is facing.

  • @piyyks
    @piyyks 5 лет назад

    this is some top quality tutorial man, super cool. Exactly what I needed!

  • @alphasatari
    @alphasatari 5 лет назад

    I realised this thing in Forza Horizon 3 now I’ll use this in my project.
    Thank you for uploading this.

  • @h7opolo
    @h7opolo 5 лет назад +1

    would be nice if you mentioned that you added the particle system to the plane and that you used the hair setting of the emitter function.

  • @ZachHixsonTutorials
    @ZachHixsonTutorials 5 лет назад +4

    Awesome tutorial! Stills Struggling to get this to work with actual emitted particles though, any advice? It doesn't seem like any combination of settings in this video make a difference, as all emitted particles still use the tracked rotation of the original object.

    • @SeraphCircle
      @SeraphCircle 4 года назад

      I'm having the same problem...

  • @ShockyD
    @ShockyD 3 года назад

    Excellent job, this is pretty cool, and useful!

  • @smpmetal77
    @smpmetal77 5 лет назад +1

    This is a good tip for 3D and 2d animators ^^

    • @TooEazyCG
      @TooEazyCG  5 лет назад

      Glad you found this useful ^_^

  • @kendarr
    @kendarr 4 года назад

    This is great for fake smoke with particles, thanks dude

  • @javaaquaticfish469
    @javaaquaticfish469 Год назад +1

    can you make a sprite sheet particle like in your thumbnail?

  • @hugimi3807
    @hugimi3807 Год назад

    thank you good sir for making a tutorial for a nichè topic

  • @GalaxyPedlar
    @GalaxyPedlar 4 года назад +1

    Unfortunately this work around will only work if your reference particle is in the middle of what the camera is looking at. It will also get increasingly inaccurate the further your particle is away from the source object. This might be the best way to do this for now (since blender 2.8 seems to have removed particle billboards), but it's not really a true way to do billboard particles.

  • @raffaeleacquaviva4521
    @raffaeleacquaviva4521 4 года назад

    Fast and right t the point!Thank you very much.

  • @reedrendered
    @reedrendered 3 года назад

    Very Helpful

  • @ldeen7142
    @ldeen7142 5 лет назад +2

    OMG UR ALIVE

    • @TooEazyCG
      @TooEazyCG  5 лет назад +1

      ha ha it has been awhile! Glad to say that I am back :)

  • @Torbulous
    @Torbulous 2 года назад

    0:08 Onirism!! :D

  • @DrakiniteOfficial
    @DrakiniteOfficial 4 года назад

    Super helpful, thank you so much!

  • @Wonders_of_Reality
    @Wonders_of_Reality 5 месяцев назад

    Is it possible to attach several animated sequences on the sprites and write a script that would determine the behaviour? It’s easily done in Maya. What about Blender?

  • @MarvelousMediaEngine
    @MarvelousMediaEngine Год назад

    I think you can do this with one constraint: "Track to" Then it follows in both directs. At least I'm pretty sure that's what I've done in the past.

  •  2 года назад

    hi can you help me i do what you show on this video , the tree facing the camera but when a press P for play the tree turn normal not facing the camera why?

  • @iampinball3669
    @iampinball3669 4 года назад +1

    Do you know how I could make the texture for the billboard change by camera position? Kinda like how the sprites in Doom change which way theyre looking depending on where you are?

  • @kaleknelson8429
    @kaleknelson8429 2 года назад

    Is it possible to do something like this with a texture instead of the plane itself. for example having a spherical object look the same from every angle with something like a mafic circle.

  • @craggolly
    @craggolly 4 года назад +2

    no idea how you managed to make it work but when i follow the steps, the particle instances align to the camera based on the position of the source, not their individual positions

    • @李龙-m5v
      @李龙-m5v 4 года назад

      It only works on the hair,Emitter
      not work :(

    • @craggolly
      @craggolly 4 года назад +1

      @@李龙-m5v it doesn't work at all, it only copies the origin's rotation

    • @AyberkKole
      @AyberkKole 4 года назад

      You guys found any solution? I'm stuck too.

    • @craggolly
      @craggolly 4 года назад

      @@AyberkKole not possible with particles.

  • @kasra94001
    @kasra94001 Год назад

    is there anyway to all particles individual facing the camera? i tried this method but the rotation of particles is same as original object

  • @GinoZump
    @GinoZump 3 года назад

    this is just beautiful. and inspiring too :3

  • @R23_YGN
    @R23_YGN 3 года назад

    Thanks
    This is useful

  • @gauthierruberti8065
    @gauthierruberti8065 Год назад

    Thank you so much!

  • @famitory
    @famitory 3 года назад

    the boids engine disables the rotation tab, is there a way to make bilboarded planes for fish in the style of mario 64?

  • @Karma20XX
    @Karma20XX 2 года назад

    Thank you

  • @cosmomidias
    @cosmomidias 4 года назад

    I have a question not directly to this topic: How can I play a sprite sheet animation in Blender's view-port? I can do it by image sequence but when I have one file with all the sprites I'm not able to cycle trough all of them... would you have a hint on that? Thanks! You tutorial is very well done and I think you might know some solution to my issue here. :)

  • @emoneydatruth1
    @emoneydatruth1 2 года назад

    Can you show me how to make a animated sprite billboard save as fbx so I can use it in a game engine.

  • @SimiVideoCreator
    @SimiVideoCreator 3 года назад

    thats pretty great :)

  • @Flandelacasa
    @Flandelacasa 5 лет назад

    Nice! I have an issue with my sprites. Have you tried putting the the camera between the grass particles? Do they follow the camera or just obey what the plane is doing? If I have a camera looking at the grass from far away and the source image plane is among them, there's no problem, but when I go into close-ups, the grass blades on the sides of my composition don't look right, they all face the same direction the grass does, not facing the camera necessarily. If I move the grass the sprites keep moving, so they're not obeying what the source grass is doing, but obeying where the source grass is facing.

  • @yofadhli
    @yofadhli 2 года назад

    how do i do this to the active camera
    as in, whenever I change to a different camera it'll constraint to that camera view

  •  4 года назад

    Is it really working if Your original hidden object is not in view, but elsewhere?

  • @flajflaj
    @flajflaj 3 года назад +1

    This doesen't work if for example grass is all around the scene. Particles only reproduce the rotation but not facing the camera. In the end some of the grass are faced the camera but other ones are facing completly wrong direction. Still I'm very dissapointed of how blender works in this topic. There should be dedicated option in particles options to force sprites to face the camera. Thanks anyway, it somehow helped me to figure out some things.

    • @flajflaj
      @flajflaj 3 года назад +1

      Ok, I got it. You need to place the object in front of the camera and set parent to the camera, then hide it (or better move it to another hidden collection). In partice settings you need to set rotation to GlobalX(which depends of obect orientation) and phase stayed at 0. If you want to keep object facing sky with Zaxis - cause you maybe want to make flat trees or crowds of people in the distance - you need to set an Empty object far far above the scene and lock Y and X axis by Locked Track constraint modifier.

    • @thebootypioneer
      @thebootypioneer 2 года назад +2

      @@flajflaj We need to get this to the top of the comments section this might just be the closest we can get to true billboarding in blender atm, thank you sir!

  • @adityaghozali538
    @adityaghozali538 3 года назад

    is it only affect hair particles? my emitter particles didnt work

  • @jamesriley5057
    @jamesriley5057 3 года назад

    Thanks for this. As far as using this technique for fluid simulation particles - the kind that are generated in FLIP - this technique may not work. The fluid particle system doesn't have quite as comprehensive a list of parameters. I have had luck with keyframe rotation of the render object(sprite) by attempting to match the camera location.

  • @TheBryancrochet
    @TheBryancrochet 5 лет назад

    Welcome back!

    • @TooEazyCG
      @TooEazyCG  5 лет назад

      Thanks! Glad to be back ^_^

  • @МихаилВысоцкий-я5о

    Can this be done for viewport view?

  • @zogoloov4313
    @zogoloov4313 4 года назад

    amazing thanks bro

  • @snailnailnailnailnailnails
    @snailnailnailnailnailnails 4 года назад

    awesome, thank you

  • @EdyGH36
    @EdyGH36 3 года назад

    I think the only thing to do a true 2d billboarding is to simply copy the rotation from the camera instead of using the "Track to" constraint. You can use it both as long as you manage the influence for each constraint.

  • @minhphucnguyen2789
    @minhphucnguyen2789 2 года назад

    thank you so much !!! :)

  • @BedroShadow
    @BedroShadow 4 года назад

    That what i need, thanks man :), uh why when i run BGE the object not moving (i use it for game)

  • @junkmail9307
    @junkmail9307 3 года назад

    Good, simple tutorial, u have a good voice and really calm way to teach! Thank you!

  • @garage5135
    @garage5135 3 года назад

    The trees: staring at the player

  • @Skyerzen
    @Skyerzen 4 года назад

    This only works if the original sprite object remains centered with the rest of the particle instances

  • @mainecoon6122
    @mainecoon6122 5 лет назад

    love it.

  • @AnubisTheMaster
    @AnubisTheMaster 5 лет назад

    how did you do the sun in the sky?

    • @TooEazyCG
      @TooEazyCG  5 лет назад +1

      it was just an hdr world texture I activated :P

  • @ThePanSashko
    @ThePanSashko 3 года назад

    Work with: Track To

  • @MesaTheAalfa
    @MesaTheAalfa 5 лет назад

    THANK YOOOOOUUUU!!!

  • @Axadn
    @Axadn 4 года назад

    This doesn't work. The particles all copy the rotation of the source object.

  • @M.I.F..
    @M.I.F.. 8 месяцев назад

    ...and I've bought "Alpha Trees" 😅

  • @lyndonmacaraig6108
    @lyndonmacaraig6108 5 лет назад

    Your accent is very strong more Asian type of accent Japanese and Filipino accent

  • @Barnaclebeard
    @Barnaclebeard 2 года назад

    "in-crusted"

  • @zandybutt4374
    @zandybutt4374 3 года назад

    Works but I guess they changed a couple things here and there, I can only mimic a part of this. Nothing is never set and stuff whenever Blender updates.
    Since that's how it is, Blender Foundation, I might as well try this method and screw around until i get an alternate reality version of what this video provided. Thanks I guess??
    Edit: Actually the fact your Axis Gizmo, etc, wasn't showing in this video is what makes this officially confusing. So I actually HAVE to screw around to make it right.

  • @x.4132
    @x.4132 Год назад

    they still dont look to the cam :(

  • @miknoian
    @miknoian 5 лет назад +2

    This method appears to no longer work. Original object tracks camera just fine, but particles are unaffected. Suggestions?

  • @joketoassfnf
    @joketoassfnf 4 года назад

    HELP WE NEED TO DO THE ONE IN 2.79

  • @NoahStudios21
    @NoahStudios21 5 месяцев назад

    Thank you so much!