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15  <h1>Billboarding</h1>
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17  <p>This section describes billboarding.</p>
18  <h2>What is billboarding?</h2>
19  <p>Billboarding is the process of controlling the orientation of polygons according to the orientation of the viewpoint. This can  be used to represent things like clouds and flames that have no fixed shape, as well as things like trees.</p>
20  <h3>Billboard Types</h3>
21  <p>The table below lists the different types of billboards.</p>
22  <table>
23    <thead>
24      <tr>
25        <th>Billboard Types</th>
26        <th>Description</th>
27        <th>Influence of parent node.</th>
28      </tr>
29    </thead>
30    <tbody>
31      <tr>
32        <th>World (Standard)</th>
33        <td>Rotates to display with the z-axis parallel with the camera lens axis.</td>
34        <td>Influenced</td>
35      </tr>
36      <tr>
37        <th>World Viewpoint (Standard Persp)</th>
38        <td>Rotates to display with the z-axis facing the camera.</td>
39        <td>Influenced</td>
40      </tr>
41      <tr>
42        <th>Screen (Rotate)</th>
43        <td>Rotates to display with the z-axis parallel with the camera lens axis. Rotation animation around the Z-axis is possible.</td>
44        <td>Not influenced</td>
45      </tr>
46      <tr>
47        <th><p>Screen Viewpoint (Rotate Persp)</p></th>
48        <td>Rotates to display with the z-axis facing the camera. Rotation animation around the Z-axis is possible.</td>
49        <td>Not influenced</td>
50      </tr>
51      <tr>
52        <th><p>Y Axial (Y-axis Rotate)</p></th>
53        <td>Rotates only around the y-axis to display with the z-axis parallel with the camera lens axis.</td>
54        <td>Influenced</td>
55      </tr>
56      <tr>
57        <th><p>Y Axial Viewpoint (Y-axis Rotate Persp)</p></th>
58        <td>Rotates only around the y-axis to display with the z-axis facing the camera.</td>
59        <td>Influenced</td>
60    </tbody>
61  </table>
62  <!-- #EndLibraryItem --> 
63 <h4>World (Standard) billboarding and World Viewpoint (Standard Persp) billboarding</h4>
64  <h5>World</h5>
65  <p>In <CODE>World </CODE>billboarding, the rotation of the parent node influences the process and the z-axis is always parallel with the camera lens axis.</p>
66  <h5>World Viewpoint</h5>
67  <p>In <CODE>World Viewpoint</CODE> billboarding, the rotation of the parent node influences the process and the z-axis always faces the camera.</p>
68  <img class="user_guide_chart" src="assets/billboad_World_World Viewpoint.png" alt="World billboarding and World Viewpoint billboarding"/>
69  <h4><br />Screen (Rotate) billboarding and Screen Viewpoint (Rotate Persp) billboarding \</h4>
70  <h5>Screen</h5>
71  <p>In <CODE>Screen</CODE> billboarding,  the y-axis is tethered to the camera's up direction and the x-axis is always parallel with the camera lens axis. The process is not affected by parent node.</p>
72  <h5>Screen Viewpoint</h5>
73  <p>In <CODE>Screen Viewpoint</CODE> billboarding,  the y-axis is tethered to the camera's up direction and the x-axis always faces the camera.  The process is not affected by parent node.</p>
74  <img class="user_guide_chart" src="assets/billboad_Screen_Screen Viewpoint.png" alt="World billboarding and World Viewpoint billboarding"/>
75  <h4>Y Axial (Y-axis Rotate) billboarding and Y Axial Viewpoint (Y-axis Rotate Persp) billboarding </h4>
76  <h5>Y Axial</h5>
77  <p>In <CODE>Y Axial </CODE>billboarding, only the y-axis rotates and the z-axis is always parallel with the camera lens axis. The process is influenced by the parent node.</p>
78  <h5>Y Axial Viewpoint</h5>
79 <p>In <CODE>Y Axial Viewpoint</CODE> billboarding, only the y-axis rotates and the z-axis always faces the camera. The process is influenced by the parent node.</p>
80  <img class="user_guide_chart" src="assets/billboad_Y Axial_Y Axial_ Viewpoint.png" alt="World billboarding and World Viewpoint billboarding"/>
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