Billboards - Geometry Nodes - Face Camera

  • September 16, 2025
  • 66 Downloads
  • 4 Likes
  • Blender 3.0x
  • Render: Cycles
  • Creator: OBI_Ron
  • License: CC-0
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Description:

This blend file - created in 4.5LTS demonstrates possible use of geometry nodes to scatter billboards - in this case, trees and grass. The included billboards were made in Blender using trees from poly haven, and grass from the old GScatter addon - still useful as long as you have a copy of Blender 4.2LTS. This setup is intended for use as filler, and probably wouldn't work well for close ups. For more distance, in edit mode - scale the emitters up. Don't forget to crank up the transparency passes - 128 for example.

Comments:

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    ava951robinson

    The core strategy of using billboards (2D textures on 3D planes) for trees and grass is an excellent choice for optimization. This drastically reduces polygon count and MyWisely memory usage, making the scene much more manageable and faster to render, especially for large exterior shots.

    Edited September 30, 2025
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    This looks like a neat trick for optimizing scenes in Blender! I'm always looking for ways to reduce polygon count. I might give this a try for my next project. I wonder if this could be used with other 2v2 io style game assets.

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    This blend file by OBI_Ron showcases a great use of geometry nodes for billboards. It’s perfect for adding depth to your scenes! If you're looking for a fun game to take a break, try スイカゲーム for some addictive puzzle action!

    Written November 04, 2025
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    This blend file by OBI_Ron showcases a great use of geometry nodes for billboards. It’s perfect for adding depth to your scenes! If you're looking for a fun game to take a break, try スイカゲーム for some addictive puzzle action!

    Written November 04, 2025
  • wang profile picture
    wang

    This blend file by OBI_Ron showcases a great use of geometry nodes for billboards. It’s perfect for adding depth to your scenes! If you're looking for a fun game to take a break, try スイカゲーム for some addictive puzzle action!

    Written November 04, 2025
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    Great walkthrough! The way you explained the billboard setup and face-camera tracking in Geometry Nodes is very clear. I’m currently working on visual simulations related to superconducting quantum computer models, and your method of orienting instances toward the camera actually helps me think about how to streamline some visualization steps. Thanks for sharing! 7kabale

    Edited November 11, 2025
  • coloringbynumber profile picture
    coloringbynumber

    Using Geometry Nodes to create billboards that always face the camera is a clever technique! It’s a great way to optimize scenes while keeping visual elements interactive and dynamic, especially in 3D environments or game design.

    Written November 14, 2025
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    wordletime

    This setup looks incredibly clean and smooth, love how the billboards always face the camera so perfectly. wordletime

    Written November 15, 2025
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    wordletime

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    This setup is really cool! I like how you used geometry nodes to scatter the billboards—it keeps the scene lightweight but visually full. I tried something similar in my project, and it works great for distant shots. Thanks for sharing!

    Written December 08, 2025
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  • Nora Elliott profile picture
    Nora Elliott

    This is a neat way to handle distant foliage! The geometry nodes setup sounds efficient for creating that background density. I can see how this would be incredibly useful for level design, especially for projects where performance is key. It reminds me of some of the optimizations they might use in games like Snow Rider 3D, where a vast environment needs to be rendered quickly. Thanks for sharing this breakdown! I'm excited to experiment with it.

    Written December 25, 2025
  • faben profile picture
    faben

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  • Leo1934 profile picture
    Leo1934

    This is a lifesaver! Using Geometry Nodes for billboards is definitely the most efficient way to handle background filler without frying the GPU. Good call on the transparency passes, too—people often forget that and end up with weird black artifacts in the grass. By the way, if anyone needs to kill some time while waiting for those renders to finish, I recently tried this Death Note Test. It’s actually really well-designed with some super immersive visuals. It goes pretty deep into the personality analysis to tell you if you’re more of a Light, L, or Misa. Worth a look if you're a fan!

    Written January 12, 2026
  • Leo1934 profile picture
    Leo1934

    This is a super useful setup for optimizing large environments! Using Geometry Nodes for billboard scattering is definitely the way to go in 4.5. Thanks for the tip about cranking up the transparency bounces—that's usually the culprit when trees look dark in the distance. Speaking of killing time while waiting for those transparency-heavy scenes to render... I just tried this Ginny and Georgia Quiz and it’s actually really fun. It only takes a couple of minutes and gives a pretty detailed breakdown of which character fits your personality. A nice way to take a quick break from the viewport!

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    AshleyJohn

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