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  1. Hello, When an ObjectBillboards 's billboards are not at the local origin, and the ObjectBillboards itself is a child of a transformed node, then the gizmo of the billboards is not displayed in the correct location. Above, you can see the billboard_3 gizmo is not in the correct place, because the parent WorldExpression has been rotated. The billboard_3 image is in the correct place, though. Thanks
  2. [SOLVED] Billboard tree height issue

    When using grass based impostors, there's a problem with the height of the billboards. When changing the size, the billboards scale from the center, not the bottom. Here's an example. This is tree billboard that has been added to the world as part of a grass object. It's height is set to 30 meters. Notice the red lines marking the top and bottom. This is a shot of the same tree with it's height set to 10 meters. The bottom of the billboard shifts upward dramatically. The problem here is that the billboards are meant to seamlessly replace WorldClutter objects (like trees) at a distance, but the scaling behavior of the impostors is different than the scaling behavior of WorldClutter objects. This also renders the min/max height function unusable, because if the trees have any height variation, most of the billboards will be floating above the ground.
  3. Hello, everyone! I encountered with some problem with customization of ObjectBillboards material. I have to realize cloud layer by using of billboards. I create corresponding game object: each billboard in set is separate cloud. After that, I tried to customize material: I used billboards_base as base material, define my diffuse texture with image of cloud and tune blending “src alpha – one minus src alpha”. At this step I got such result: Everything is fine, when I switch off Depth mask option: But this action rapidly decreases FPS. Please, could anyone explain me, how to customize my cloud layer without lack of performance? Also I can't understand such behavior and need more details. Thank you in advance.
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