Controlling rotation on an isBillboardBased = false particle system?

I’m wondering: if I have a particle system, is there any way to control the rotation of individual particles other than the axis normal to the particle plane? I wish to create an emitter which has a bunch of quad particles but they all have off-planar angle variation, so everything doesn’t just disappear when you stare at the emitter on-end.

Could you create a repro in the playground ? this will help a lot

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Sure: https://playground.babylonjs.com/#0K3AQ2#2124

All of the particles are horizontal (normal is Vector3.Up()) in this example.

How can I orient them randomly?

Ohhh I see I do not think it is supported :frowning: @PatrickRyan might know ?

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@rascheln, unfortunately, we don’t support random rotations on particles in our CPU or GPU particle systems right now. We are reviewing the systems for improvements, and I will note this for exploration. What we do have right now, however, is the solid particle system which would give you full control over the particles. You can pass a quad to the system as the mesh, but you would be responsible for all particle behaviors like animation and orientation. It may not be ideal as a solution, but you do have full control over the particles and can do whatever you want with them. Hope this helps.

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Thanks for this suggestion! I was thinking about, indeed, just using quads via a solid particle system as you said. I’ll give that a try!

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