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Quad Billboarding Foliage or Spectators
To set this up we need to:
- The mesh must have an edge from the top left to bottom right verts.
- The face must be aligned so that up is the Z axis, it runs along the X axis and the Y axis comes out of the centre of the face on the World Axis.
- Reset XForm at this point to make sure everything is ok for export
- Use a Billboard Enabled Shader (IBL Standard configure in Material Editor)
- Ensure the vertex colour and alpha channels are full of data in Map Channel info.
- Vertex Alpha must be less than 1.0 (so set to 0.996). Use MCG SetVertexColor to help - it's a modifier that will set the values.
- And under the instance roll out we must enable BB option under Screen-Aligned Quads and select the top down orientation.
- Do not enable pointy normals in gMotor Rollout!
- If the object is an "Editable Mesh" rather than "Editable Poly" this can lead to some issues.
- To Configure IBL Standard, open Material Editor when the object is loaded in ModDev or SceneViewer.
- Find the correct Material, and enable Billboarding in the Shader Configuration. Pointy is intended for Trees, Cylindrical is recommended for spectators.
- Apply changes to the Shader Configuration
- Save to /ModDev before exiting to save the JSON