![]() ![]() This setting determines how many frames around Z your imposter will store. You can simple use 0,0,1 transformed Tangent->World if there is no normalmap texture. ![]() The reason for that is we want to represent the world normal as viewed from the direction the camera would be, instead of all using the same camera which this top-down method forces. You need to use a Transform node set to "Tangent to Local" on the normalmap input for the materials in the imposter material array.
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