Billboards
About
In graphics and game contexts, a billboard is a polygon (almost always a 4-sided quad) that automatically rotates to always face the camera.

Instead of modeling a fully 3D object, a flat surface can be rendered with a texture and oriented so that the viewer never sees its thin edge.

Billboards can be useful for light flares, poles, visual effects, and more.

In the Neversoft engine, a billboard can be one of two types:

Screen

Screen-facing billboards face the screen on all axes, appearing "glued" to the screen plane.



Always faces the camera by matching its orientation (rotation), not just its position

Appears “flat against the screen” regardless of where it exists in world space

Does not preserve any world-up direction (it tilts as the camera tilts)

Common for particles, lens flares, and 2D sprites that should never look skewed

May look unnatural for grounded objects (trees, etc.) because they lean with the camera


This tends to be the most commonly used billboard type.





Axis-Aligned

Axis-Aligned billboards rotate only around a fixed axis. Useful for things like trees which stay upright.



Rotates to face the camera only around a fixed axis, usually the world's up axis

Preserves vertical orientation by staying upright, no matter how the camera tilts

More realistic for objects anchored to the ground (trees, characters in crowds, signposts)

Can exhibit "edge-on" artifacts if the camera moves above/below extreme angles

Good compromise between full 3D geometry and simple screen-facing quads


This billboard type is less common, used in more specific scenarios.



Mesh Creation
To have a mesh function as a billboard, it must be a single 4-sided quad. We can create one if desired.

Add a Plane by selecting Add > Mesh > Plane






To ensure that the plane properly faces the camera, its front needs to be facing the -Y axis. We can judge direction based on the gizmo in the top-right of the viewport.



Press the R key to begin rotating the object.

Press the X key to rotate on the X axis.

Type 90 to rotate the object 90 degrees.




Press the Enter key to apply the rotation.


We want to apply the transformation that we have made to the vertices and "bake" it to the mesh.

Press Ctrl + A to open the Apply menu.

Select Rotation to apply our transformation to the object.




The object's quad is now naturally facing the -Y axis with no transformations applied.



Remember to apply a material to the mesh. See the Materials page for details.

Mesh Origin
To function properly, the origin of the mesh must be set to its center.

Select Object > Set Origin > Origin to Geometry




We can see by the orange dot that the object's origin (or "pivot point") is its center.

Parameters
Ticking the Billboard box in the Object Flags box exposes additional NXTools properties.



The billboard's type can be set to either Screen or Axis-Aligned. See the above sections for details.

Selecting Axis-Aligned exposes the world axis that the billboard will rotate around.



The default axis causes the billboard to behave like an anchored ground object. (Trees, poles, etc.)