I have a move that uses custom particles (numbers) that fly towards the camera. As they pass the cameras origin it rotates 180 to watch them move away.
Is there anyway to stop the particles always orientating so they face the camera. In essence, I want to see the back of them. The only work around I can see is to do a pass where the custom particles are reversed and then do a mix as the camera rotates. Not idea!
No, you can't circumvent this problem. Particles are rendered as sprites meaning they are more or less rendered in 2D aligned with the camera plane and have no true orientation in a 3D sense, only their positions and sizes are derived from 3D data.