# Ssr postprocess ignore rtt's setMaterialForRendering for mesh

**URL:** <https://forum.babylonjs.com/t/ssr-postprocess-ignore-rtts-setmaterialforrendering-for-mesh/31970>\
**Category:** Questions\
**Created:** [July 7, 2022, 2:08am UTC](https://forum.babylonjs.com/t/ssr-postprocess-ignore-rtts-setmaterialforrendering-for-mesh/31970 "2022-07-07T02:08:45Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Manon](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/manon/32/23521_2.png) [@Manon](https://forum.babylonjs.com/u/Manon)\
**Post date:** [July 7, 2022, 3:34pm UTC](https://forum.babylonjs.com/t/ssr-postprocess-ignore-rtts-setmaterialforrendering-for-mesh/31970/4 "2022-07-07T15:34:20Z")

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Hi !

I guess this is linked with this issue:

> [@Issue when PrePassRenderer and RenderTargetTexture are used at the same time](https://forum.babylonjs.com/t/issue-when-prepassrenderer-and-rendertargettexture-are-used-at-the-same-time/29317):
>
> Hello, I’m new here and I don’t really know if my problem is due to a bug or a misunderstanding on my part. I’m trying to create a new PostProcess using both renderTargetTexture and PrePassRenderer. However, when I use both of them, my renderTargetTexture display the base texture of the scene instead of the the ShaderMaterial result (as if the RendertargetTexture was replaced by something else…) I didn’t manage to exactly reproduce the problem since I didn’t find how to set the configuration …

When I use GBuffer instead of using PrePass in the SSR parameters, it seems to work.

> **[Babylon.js Playground](https://playground.babylonjs.com/#XQ650K%232)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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