Billboard Groups (FBX)
- Last UpdatedApr 28, 2023
- 2 minute read
Billboard Groups
A Billboard Group is an exclusive rendering path for billboards.
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Through this path, you can render a batch of billboards very quickly.
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The fundamental requirement is that these billboards have the exact same parameters, such as material and properties in the user buffer of 3DSMax.
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During export, only parameters of the first billboard for each group are evaluated. The same parameters are assigned to all the other billboards of the group.
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The exporter must be set with the optimizations of the active vertices.
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They work with these techniques:
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Default
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DOF HDR B
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For the First-bounce technique, Global Illumination requires a special shader; for example, shBillboards.
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Mesh specifications
The mesh to be grouped must comply with the following requirements:
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They must use the Billboard Shader.
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Only szBillboardType = YAxis is supported, in the Shader Billboard.
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Each mesh must have four vertices and two faces.
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The size and shape of the mesh may vary. It is still recommended to create a square and then copy, rescale, and modify it to create the other meshes.
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VertexColor and UV can be different in every mesh, the important thing is that they use the same material and the same UserBuffer.
Visibility options
Further optimizations
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The concept behind the BillboardGroup is grouping. Increased mesh grouping improves rendering speed.
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For example, if I know that in a certain area there are three types of neighboring "tree" meshes and I want to group them instead of creating three groups, from 10 meshes each, it would be appropriate to create a texture that includes the three trees and assign then the same parameters (texture) to all the meshes. So you can create a group only that shares the same parameters and is drawn at once (rather than having so many groups with a texture each when I know that probably are always be drawn together).