How to create recursive mirror like rendering with RenderTargetTexture?

I have a plane with a render target texture applied to it. When I view the plane using the camera assigned to the render target texture, the plane is excluded from the render target’s computation. As a result, the image formed is not recursive. How to get the infinite mirror image look

https://playground.babylonjs.com/#QDFHH7#2

current output:

the output should look similar to the images below:


You will have to do as many rendering as bounces.
See How to create recursive reflections? for eg.

You could calculate also the positions and rotations of the mirrored mirrored mirrored… objects yourself at a location beyond your current scene and then project the view of the work camera onto a plane in your scene.

codingwizzard.github.io/CodingCrusader/tickets/backlog/mirrorArt1.html

How to project a camera view onto a plane

I tried creating a multiple planes to fake recursion, yet the projection is wrong.

That seems interesting! I’ll give it a try and update the status

ChatGPT: To achieve re-reflection (infinite reflection) between the two mirrors, we need Recursive Rendering in Babylon.js. Babylon.js does not natively support this for infinite reflections, but we can achieve a similar effect by artificially adding objects to the renderList of the mirrors and placing these objects according to their reflected position.

Demo

Using a Mirror Texture on multiple planes, I managed to create a recursive mirror effect. While it looks great, I would really appreciate any suggestions for improvement.

Special thanks to -CodingCrusader for the help!

I dont know how to program, maybe that helps?
We had that back in time in UnrealEditor.
Best. Werner

https://beyondunrealwiki.github.io/pages/hall-of-mirrors.html

I have turned the mirrors slightly sideways, but can’t get that interesting bend.

Since the reflections are quite computationally intensive, a shader would probably be a faster alternative:

GLSL Sandbox