How each particle's quad faces the camera
'spherical'
'cylindrical'
'horizontal'
Not the same as BillboardMode, which turns a whole Mesh3D about its origin.
BillboardMode
Mesh3D
const fire = new ParticleSystem3D({ billboard: 'cylindrical' });const ripples = new ParticleSystem3D({ billboard: 'horizontal' }); Copy
const fire = new ParticleSystem3D({ billboard: 'cylindrical' });const ripples = new ParticleSystem3D({ billboard: 'horizontal' });
How each particle's quad faces the camera
'spherical': faces the camera fully, the classic billboard'cylindrical': turns about world Y only, so the quad stays upright; suits fire, smoke columns and grass cards'horizontal': doesn't face the camera; the quad lies flat on the world's XZ (ground) plane. Suits impact rings, blob shadows and scorch marksNot the same as
BillboardMode, which turns a wholeMesh3Dabout its origin.