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.
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.
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.
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?
@@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.
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 ^^
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.
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.
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.
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.
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?
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?
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?
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.
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
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. :)
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.
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.
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.
@@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!
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.
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.
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.
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.
Yeaaa
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.
It does still work, just with the tradeoff of having to realise your particle system beforehand. this is a minor annoyance at worst
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.
this is indeed something very important worth noting. Even something I haven't thought of! Thanks for commenting this information for others to see!
Excellent tutorial. Very clearly demonstrated. It's quick and to the point with plenty of examples along the way. Keep up the great work!
Thank you I appreciate it!
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.
You're a blessing omg, I'VE BEEN LOOKING EVERYWHERE FOR SOMETHING LIKE THIS HOLY
:)
Gosh darn it, thank you so damn much for providing a tutorial that I was searching for the 2 years!
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?
Yes, please. This is the same case for me as well.
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.
i have a super easy fix: set the object used for the particle system to copy the camera's rotation
that's it
@@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.
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.
This is a super cool technique for NPR renders! I'll have to keep this in mind :)
@Brick Krystal I'm all over the community. If it's about Blender, count me in!
Glad you found this useful Grant!! :)
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 ^^
Great tutorial with simple explainations ! Thx for sharing with us your knowledge
Thank you for watching! Glad you found this tutorial useful! :)
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.
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.
this is some top quality tutorial man, super cool. Exactly what I needed!
I realised this thing in Forza Horizon 3 now I’ll use this in my project.
Thank you for uploading this.
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.
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.
I'm having the same problem...
Excellent job, this is pretty cool, and useful!
This is a good tip for 3D and 2d animators ^^
Glad you found this useful ^_^
This is great for fake smoke with particles, thanks dude
can you make a sprite sheet particle like in your thumbnail?
thank you good sir for making a tutorial for a nichè topic
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.
Fast and right t the point!Thank you very much.
Very Helpful
OMG UR ALIVE
ha ha it has been awhile! Glad to say that I am back :)
0:08 Onirism!! :D
Super helpful, thank you so much!
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?
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.
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?
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?
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.
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
It only works on the hair,Emitter
not work :(
@@李龙-m5v it doesn't work at all, it only copies the origin's rotation
You guys found any solution? I'm stuck too.
@@AyberkKole not possible with particles.
is there anyway to all particles individual facing the camera? i tried this method but the rotation of particles is same as original object
this is just beautiful. and inspiring too :3
Thanks
This is useful
Thank you so much!
the boids engine disables the rotation tab, is there a way to make bilboarded planes for fish in the style of mario 64?
Thank you
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. :)
Can you show me how to make a animated sprite billboard save as fbx so I can use it in a game engine.
thats pretty great :)
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.
I have the exact same problem
mee too
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
Is it really working if Your original hidden object is not in view, but elsewhere?
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.
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.
@@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!
is it only affect hair particles? my emitter particles didnt work
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.
Welcome back!
Thanks! Glad to be back ^_^
Can this be done for viewport view?
amazing thanks bro
awesome, thank you
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.
thank you so much !!! :)
That what i need, thanks man :), uh why when i run BGE the object not moving (i use it for game)
Good, simple tutorial, u have a good voice and really calm way to teach! Thank you!
The trees: staring at the player
This only works if the original sprite object remains centered with the rest of the particle instances
love it.
thank you!
how did you do the sun in the sky?
it was just an hdr world texture I activated :P
Work with: Track To
THANK YOOOOOUUUU!!!
you're welcome :)
This doesn't work. The particles all copy the rotation of the source object.
...and I've bought "Alpha Trees" 😅
Your accent is very strong more Asian type of accent Japanese and Filipino accent
omg lyndon LOL
"in-crusted"
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.
they still dont look to the cam :(
This method appears to no longer work. Original object tracks camera just fine, but particles are unaffected. Suggestions?
HELP WE NEED TO DO THE ONE IN 2.79
Thank you so much!