Monday, November 10, 2014

Setting up a render target can be tricky and only works when running in DX11 mode, but here is a graph example:

Note that to access some of the options you need to enable Settings / Advanced Mode

Make sure the Texture Component node and Texture Map both use the same UniqueName.
Select RenderTarget as type and set the size and format on the Texture Component node.

On the Pass node, there are a few settings you can define as well, most are optional depending on how you plan to use your targets.


  1. Could we use this technique to create planar reflections? (please say yes) ;)

  2. Would you be able to post an example shader using the render target and passes?

    I would like to see if it is possible to use another camera in the scene to generate a texture and feed it to a shader so I could get live updates from that camera.

    I haven't been able to find an example of the render target in a network yet, would be very helpful.