# Screenshot and ParticleSystem

**URL:** <https://forum.babylonjs.com/t/screenshot-and-particlesystem/6508>\
**Category:** Bugs\
**Created:** [October 22, 2019, 12:52pm UTC](https://forum.babylonjs.com/t/screenshot-and-particlesystem/6508 "2019-10-22T12:52:23Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [October 22, 2019, 5:49pm UTC](https://forum.babylonjs.com/t/screenshot-and-particlesystem/6508/2 "2019-10-22T17:49:17Z")

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I think that whatever the emitter is, you won’t see the particles in a screenshot by using `CreateScreenshotUsingRenderTarget`.

After some source digging, it seems `RenderTargetTexture` deals only with meshes: the `_renderList` property used internally to render objects in the texture is an `Array<AbstractMesh>`, and particle systems are not `AbstrachMesh`: the list of objects is retrieved through a call to `Scene.getActiveMeshes()` whereas particle systems are found in `Scene.particleSystems[]`.

Don’t know if it’s a bug or if it is expected… Looks like a bug to me, however. Maybe @Deltakosh will have some insight about this?

You should use `CreateScreenshot` instead, which will work as expected.

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