RF2, Blender, and the billboard trees...

Chris_999

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Hi. I am looking for some complex information about the billboard trees export and set-up process for RF2. I am quite new in RF2 tracks development, so far I learn enought to make my first track work well, however, the trees and they persistence to keep stay with no rotation (sick!) is something that still I have to struggle with.
In my export process I am using Blender, 3dsimed and gMotor2.5.
So, I have some questions.
What is the proper way to export the trees from blender?
And then what shall I do in 3dsimed?

So far even if I was following some instructions founded here and on the other forums, I couldn't to set trees rotating to the player's view...

In 3dsimed - exploding models, set rgba to 254 or 90, and using T1 stamp vertex shader is not doing enything for me...

Can someone please point me to the right direction?
Thank you in advance.
 
You were probably missing one last step, which is to gJED to enable BB option on GMT object that uses stamp vertex shader. This process can only be done in either 3dsmax or gJED.

So the correct steps are:
1. Export Blender tree quad mesh (triangulate them before export).
2. Import in 3dsimed > explode > set vertex alpha 254 > set material shader to "stamp vertex"
3. Open in gJED, select & activate GMT object, under Screen-Aligned-Quads section, check "BB", then click one of the Aligned method button(usually use the middle one), and export, done.

You can also find detailed guide in this post:
https://forum.studio-397.com/index.php?threads/help-billboard-stamp-vertex.66557/#post-1032927
 
I will try with blender as I have not been able to get it to work with 3dsmax.:rolleyes:
I have another question, I'm working on Monza 86 and the thing is that the bb trees work in 3dsimed (the groups rotate perfectly) but then in the game there are areas where they remain parallel to the straight lines and do not move, however in the mirrors if they are seen. I can send the track by private because it is necessary to experiment to check it.
 
You were probably missing one last step, which is to gJED to enable BB option on GMT object that uses stamp vertex shader. This process can only be done in either 3dsmax or gJED.

So the correct steps are:
1. Export Blender tree quad mesh (triangulate them before export).
2. Import in 3dsimed > explode > set vertex alpha 254 > set material shader to "stamp vertex"
3. Open in gJED, select & activate GMT object, under Screen-Aligned-Quads section, check "BB", then click one of the Aligned method button(usually use the middle one), and export, done.

You can also find detailed guide in this post:
https://forum.studio-397.com/index.php?threads/help-billboard-stamp-vertex.66557/#post-1032927
I see. Thanks for the answer. Is gJED an external application? I don't see it in my RF2 instalation folder. There is only
"Viewerx64Release DX11.exe", and "ViewerWin32Release DX11.exe", which seems like both are gMotor2.5.
 
Isn't the gJED linked in the previous post is for DX9? The latest version of rFactor 2 is based on DX11 and I understand that gJED does not work with DX11 anymore. Am I correct? I am looking for ways to create a simple track using Blender like for Assetto Corsa. However, it seems that FBX+gJED workflow was only for DX9 version of rF2. Now, the only option is to use 3dsmax and 3dsimed3. Can anyone experienced with Blender-based workflow comment?
 
Been following this thread. Thanks @svictor these instructions were in particularly helpful.

It is still not that easy to work with this technology.

I have got everything sorted out, except one problem. A few trees always turns upside down when billboarding is in effect. I have duplicated mesh from one same source triangulated quad, so in my mind it is not supposed to happen.

I wonder could it be that some order of vertices gets turned around when exploding to faces in 3dsimed.

Another interesting quest to me is to make a 3D tree. I have one important oak tree to make. Billboarding on stamped "Cylindrical" pivoting setting should work well for billboarding branches of 3d tree. There is one problem though, all branches quads gets positioned in exactly same orientation. So there is repetitiveness in tree plus on one side of tree branches are obviously "growing" from outside towards the tree... Have to sort that out too.
 
If you used "shift+D" in "Edit Mode" to duplicate billboards meshes, it will cause vertex disorder, and once disorder is caused, it will be difficult to correct (because it not only flips upside-down, but also sometimes rotates texture by 90 degrees). The important thing is to never duplicate a billboards mesh in "Edit Mode".

The correct way to avoid up-side-down (or any other incorrect direction) in blender:

1. Create a single base billboards quad mesh (contains 2 triangulated faces)

2. export it to 3dsimed and gJED to convert it to RF2, and test if the mesh is correctly facing or orientated. If it is not correctly facing or orientated, go back to blender and simply rotate this object to the correct orientation (and remap UV), then export and test it again.

3. Once this base billboards mesh is proved to be correct, make sure you "never" use "shift+D" (or any methods) in "edit mode" to duplicate or add new vertices inside this object.

4. Now to add more billboards objects, simply select the billboards object and "shift+D" in "Object Mode", this way each billboards object will retain as individual object with their own "vertex order" untouched, this ensures that vertex in correct order. Note, you can still create new material and assign to each different copies.

5. Since each billboards object is separated object, you can use "array" or "particle/hair" system (or similar methods) to create large amount duplicates this way.

This is how I created new billboards object in blender for Luogang Park circuit:

First create a set of base billboards objects, group then in collection:

Screenshot 2026-02-27 110512.jpg


Then use particle > hair system to plant them on terrain, with randomized spreads and size via particle system (and finally just export):

Screenshot 2026-02-27 110611.jpg


Final note, you can "explode all billboards object to faces" in 3dsimed, this will not cause disorder. However, avoid "merging" multiple billboards objects directly in blender, as it can mess up vertices order (which is why we should keep each billboards object with only 2 triangulated faces). So, export as individual objects first, then explode and merge them in 3dsimed.



Also a tip for how to quickly find out wrong orientated billboards mesh, especially useful for fixing massive amount trees, by creating a placeholder tree texture as following, then map to all billboards objects:

Untitled.jpg
 
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Thanks, as always superb instructions @svictor

As expected complications goes deeper. But with better use of collections and better management of work with foliage, so that exporting would need to be done fewer times of foliage, this should not become big problem.

I never expected that order of vertices is a factor, thought it is all about position in the world, left vs right, up vs down.

Surely use of particles system is a must there, will save days of work. I just used that yesterday to place branch cards over the tree.

Screenshot 2026-02-27 144602.jpg

screen from blender

Already experimented with stamped and non stamped billboarding effects on it. Never looks totally fine in game. Might try adding one more branch texture to material. Experiment with different placements of branch in texture, experiment with mixing in BB and non-BB branches...

Late edit:

There is comfortable way to check order of verts/edges in object. Enable "indices" in edit mode overlays. In my case second tree is upside down when BB effect is applied to the object. Can clearly see now that its vertices/edges order is inverted.View attachment 57127View attachment 57128

+

There is this good function to help in this case:

Screenshot 2026-02-27 221430.jpg
 
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It didn't work till I sorted faces order. I don't know yet if you have to have vertices, edges and faces order correct, or is it just faces order that matters. Have to count up from bottom. I guess vertices/edges order has to be important too.

Screenshot 2026-02-27 223424.jpg
 
It didn't work till I sorted faces order. I don't know yet if you have to have vertices, edges and faces order correct, or is it just faces order that matters. Have to count up from bottom. I guess vertices/edges order has to be important too.
Yes, it is a bit more complex than that. About two years ago, I have tried written a blender python script to sort vertices/edge/face order exactly as how they were from "correct" meshes. However the result is always random, in one case it work, in another case it will still flip, despite the vertex order & face normal are correct. And same for the blender built-in vertex sorting function, it doesn't always work for all objects/meshes.
 
Oh that is unfortunate then. I'll be aware of problem persisting and go the safe route of duplicating objects instead. Using particles system is the way to go anyways.
 
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