# \#render-target

**URL:** https://forum.babylonjs.com/tag/render-target/131.md

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## [Problems with generating game character portraits (using screenshots, separate canvas)](https://forum.babylonjs.com/t/problems-with-generating-game-character-portraits-using-screenshots-separate-canvas/61965)

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**Author:** [@Panuchka](https://forum.babylonjs.com/u/Panuchka)\
**Replies:** 6\
**Last updated:** [January 2, 2026, 4:16pm UTC](https://forum.babylonjs.com/t/problems-with-generating-game-character-portraits-using-screenshots-separate-canvas/61965 "2026-01-02T16:16:44Z")

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Hi everyone! I’m trying to create a portrait image of the character of my game using a separate camera, but I have some issues that I’m not sure how to resolve! This is supposed to be kind of like your profile image. …

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## [RenderBuffer memory of RTT](https://forum.babylonjs.com/t/renderbuffer-memory-of-rtt/61737)

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**Author:** [@KevinWu](https://forum.babylonjs.com/u/KevinWu)\
**Replies:** 6\
**Last updated:** [December 11, 2025, 1:39am UTC](https://forum.babylonjs.com/t/renderbuffer-memory-of-rtt/61737 "2025-12-11T01:39:07Z")

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Context I’m analyzing WebGL memory usage in a post-processing pipeline with 4 samples. Using the Inspector, I observed the following memory increases: Texture2D: 4,193,256 bytes RenderBuffer: 8,386,512 bytes Theore…

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## [Extending pre-pass renderer to support custom render targets](https://forum.babylonjs.com/t/extending-pre-pass-renderer-to-support-custom-render-targets/58862)

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**Author:** [@shakdwipeea](https://forum.babylonjs.com/u/shakdwipeea)\
**Replies:** 3\
**Last updated:** [June 28, 2025, 8:50am UTC](https://forum.babylonjs.com/t/extending-pre-pass-renderer-to-support-custom-render-targets/58862 "2025-06-28T08:50:01Z")

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I want to extend babylon’s pre-renderer to support some custom render-target(s). An example could be a id map rtt inspired by the one used in gpu-picking. Sample: https://playground.babylonjs.com/#3W87R0#2 I found a w…

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## [Misusing the rendering pipeline](https://forum.babylonjs.com/t/misusing-the-rendering-pipeline/58701)

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**Author:** [@RainerHeintzmann](https://forum.babylonjs.com/u/RainerHeintzmann)\
**Replies:** 2\
**Last updated:** [May 28, 2025, 12:40pm UTC](https://forum.babylonjs.com/t/misusing-the-rendering-pipeline/58701 "2025-05-28T12:40:14Z")

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I have some code, which emulated a physics-based refraction texture via a bunch of virtual cameras randering to a Skybox target texture attached to the lens. For this I was making a ReflectionProbe: let lensTexture = n…

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## [Issue when clearing RenderTargetTexture postprocesses (and when using an optimizer)](https://forum.babylonjs.com/t/issue-when-clearing-rendertargettexture-postprocesses-and-when-using-an-optimizer/58588)

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**Author:** [@Danim](https://forum.babylonjs.com/u/Danim)\
**Replies:** 2\
**Last updated:** [May 21, 2025, 6:32pm UTC](https://forum.babylonjs.com/t/issue-when-clearing-rendertargettexture-postprocesses-and-when-using-an-optimizer/58588 "2025-05-21T18:32:57Z")

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We are experiencing an issue when applying a scene optimizer that acts on Postprocesses and using a render target texture with a blur postprocess: This is the rendered image before the optimizer takes in place: And…

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## [Rendertarget changematerial not work in babylon 7 and 8](https://forum.babylonjs.com/t/rendertarget-changematerial-not-work-in-babylon-7-and-8/57827)

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**Author:** [@nasimiasl](https://forum.babylonjs.com/u/nasimiasl)\
**Replies:** 1\
**Last updated:** [April 14, 2025, 4:53pm UTC](https://forum.babylonjs.com/t/rendertarget-changematerial-not-work-in-babylon-7-and-8/57827 "2025-04-14T16:53:14Z")

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rt.onBeforeRenderObservable.add(() =\> { // Apply custom material before rendering for (let mesh of rt.renderList) { mesh.\_savedMaterial = mesh.material; // Save the original material mesh.material = helperMaterial; …

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## [Seem like Visibility is not work in RenderTarget](https://forum.babylonjs.com/t/seem-like-visibility-is-not-work-in-rendertarget/57206)

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**Author:** [@nasimiasl](https://forum.babylonjs.com/u/nasimiasl)\
**Replies:** 7\
**Last updated:** [March 20, 2025, 4:09pm UTC](https://forum.babylonjs.com/t/seem-like-visibility-is-not-work-in-rendertarget/57206 "2025-03-20T16:09:18Z")

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Seem like Visibility is not work in RenderTarget

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## [Frosted Glass Effect with Blur Post-Process: RenderTarget and Blur Pipeline Issues](https://forum.babylonjs.com/t/frosted-glass-effect-with-blur-post-process-rendertarget-and-blur-pipeline-issues/56233)

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**Author:** [@Zhey-on](https://forum.babylonjs.com/u/Zhey-on)\
**Replies:** 6\
**Last updated:** [March 13, 2025, 5:57pm UTC](https://forum.babylonjs.com/t/frosted-glass-effect-with-blur-post-process-rendertarget-and-blur-pipeline-issues/56233 "2025-03-13T17:57:58Z")

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Frosted Glass Effect with Blur Post-Process: RenderTarget and Blur Pipeline Issues Hi BabylonJS Community :grimacing:, I’m working on a frosted glass effect where I need to blur specific objects behind a transparent ma…

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## [RTT with shader material not rendered on first frame](https://forum.babylonjs.com/t/rtt-with-shader-material-not-rendered-on-first-frame/56735)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 7\
**Last updated:** [February 24, 2025, 2:31pm UTC](https://forum.babylonjs.com/t/rtt-with-shader-material-not-rendered-on-first-frame/56735 "2025-02-24T14:31:05Z")

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I’m working on using a custom shader to perform certain computation on an RTT and then read the RTT to see the result of the computation. I understand that I basically have to wait for the shader to compile before the m…

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## [Inconsistent behaviour in generating DepthMaps](https://forum.babylonjs.com/t/inconsistent-behaviour-in-generating-depthmaps/53530)

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**Author:** [@Kartik\_Kumar](https://forum.babylonjs.com/u/Kartik_Kumar)\
**Replies:** 1\
**Last updated:** [September 18, 2024, 9:21am UTC](https://forum.babylonjs.com/t/inconsistent-behaviour-in-generating-depthmaps/53530 "2024-09-18T09:21:53Z")

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Hello Everyone, So basically I am trying to generate depth map of high quality. And I am using the RTTs …createDepthStencilTexture() Requirement Using internal texture is kind of a compulsion for me. And I don’t wan…

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## [Issue Converting ShaderToy Shader to Babylon.js Shader - Different Visual Effect](https://forum.babylonjs.com/t/issue-converting-shadertoy-shader-to-babylon-js-shader-different-visual-effect/53090)

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**Author:** [@rk\_gnanesh](https://forum.babylonjs.com/u/rk_gnanesh)\
**Replies:** 5\
**Last updated:** [August 30, 2024, 11:02am UTC](https://forum.babylonjs.com/t/issue-converting-shadertoy-shader-to-babylon-js-shader-different-visual-effect/53090 "2024-08-30T11:02:46Z")

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Hello everyone, I’ve been working on converting a shader from ShaderToy to Babylon.js, but I’m running into an issue where the visual effect produced by the shader in Babylon.js is noticeably different from what I see i…

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## [Edges not getting Renderer on instanced meshes using RenderTargetTexture](https://forum.babylonjs.com/t/edges-not-getting-renderer-on-instanced-meshes-using-rendertargettexture/52108)

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**Author:** [@Kartik\_Kumar](https://forum.babylonjs.com/u/Kartik_Kumar)\
**Replies:** 4\
**Last updated:** [July 17, 2024, 6:16am UTC](https://forum.babylonjs.com/t/edges-not-getting-renderer-on-instanced-meshes-using-rendertargettexture/52108 "2024-07-17T06:16:16Z")

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When I apply BABYLON’s Edge rendering to the meshes in a scene, it works correctly for all meshes. However, when I apply it to a Render Target Texture after adding all meshes to its renderList, “instanced meshes” do not …

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## [Clear multiple render textures with different colors](https://forum.babylonjs.com/t/clear-multiple-render-textures-with-different-colors/51721)

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**Author:** [@xiasun](https://forum.babylonjs.com/u/xiasun)\
**Replies:** 6\
**Last updated:** [July 2, 2024, 6:27am UTC](https://forum.babylonjs.com/t/clear-multiple-render-textures-with-different-colors/51721 "2024-07-02T06:27:11Z")

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Setting the clearColor property of a MultiRenderTarget will clear all the attached textures with the same color. Is there a way to clear each texture with a different color?

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## [Babylonjs renderTextureTarget](https://forum.babylonjs.com/t/babylonjs-rendertexturetarget/51297)

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**Author:** [@woniubushiniu](https://forum.babylonjs.com/u/woniubushiniu)\
**Replies:** 3\
**Last updated:** [June 13, 2024, 4:22pm UTC](https://forum.babylonjs.com/t/babylonjs-rendertexturetarget/51297 "2024-06-13T16:22:20Z")

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If I only want to render the scene to a renderTarget, and then render the scene only once, is there any good way to achieve this? Normally, when using rendertarget, the entire scene will be rendered twice.

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## [Use RenderTarget](https://forum.babylonjs.com/t/use-rendertarget/49701)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 1\
**Last updated:** [April 16, 2024, 9:08am UTC](https://forum.babylonjs.com/t/use-rendertarget/49701 "2024-04-16T09:08:51Z")

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I used the Create Screenshot Using RenderTarget method to capture the screen in my scene, and the screen suddenly flickered because I wanted to capture a width of 1920 and a height of 1080, which is different from the or…

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## [Screenshot with Post Process not includes meshes](https://forum.babylonjs.com/t/screenshot-with-post-process-not-includes-meshes/45168)

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**Author:** [@JoeyKo](https://forum.babylonjs.com/u/JoeyKo)\
**Replies:** 6\
**Last updated:** [January 10, 2024, 2:35am UTC](https://forum.babylonjs.com/t/screenshot-with-post-process-not-includes-meshes/45168 "2024-01-10T02:35:22Z")

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Hi, guys. I got a weird problem. When I screenshot by the RenderTargetTexture, everything is okay Screenshot without postprocess But if set the camera DefaultRenderingPipeline enabled, the screenshot has no meshes. …

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## [How to do anti-aliasing for RenderTargetTexture](https://forum.babylonjs.com/t/how-to-do-anti-aliasing-for-rendertargettexture/45209)

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**Author:** [@Richardo](https://forum.babylonjs.com/u/Richardo)\
**Replies:** 5\
**Last updated:** [October 30, 2023, 1:56am UTC](https://forum.babylonjs.com/t/how-to-do-anti-aliasing-for-rendertargettexture/45209 "2023-10-30T01:56:07Z")

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Hey guys! I have a PG example here: https://playground.babylonjs.com/#69DRZ1#526 As you may see, I just rendered three rectangles in my rttScene and saved them as a RenderTargetTexture object. Then, I applied this textu…

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## [How to use mirror texture for node material reflection texture](https://forum.babylonjs.com/t/how-to-use-mirror-texture-for-node-material-reflection-texture/44872)

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**Author:** [@Fenk](https://forum.babylonjs.com/u/Fenk)\
**Replies:** 1\
**Last updated:** [October 13, 2023, 11:55am UTC](https://forum.babylonjs.com/t/how-to-use-mirror-texture-for-node-material-reflection-texture/44872 "2023-10-13T11:55:41Z")

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Hi there! I’m new to node materials and node geometry, so I started this little testing project where I want to make a changeable presentation platform. The progress is good. I was able to make a dynamic ground materia…

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## [Render to mipmap level](https://forum.babylonjs.com/t/render-to-mipmap-level/44540)

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**Author:** [@mystery-e204](https://forum.babylonjs.com/u/mystery-e204)\
**Replies:** 6\
**Last updated:** [October 13, 2023, 10:35am UTC](https://forum.babylonjs.com/t/render-to-mipmap-level/44540 "2023-10-13T10:35:59Z")

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Hi, Is there a way to directly render to individual mipmap levels of a render target texture via shaders or similar? I want to update the mipmap each frame with a custom function.

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## [renderList with all meshes](https://forum.babylonjs.com/t/renderlist-with-all-meshes/43995)

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**Author:** [@RainerHeintzmann](https://forum.babylonjs.com/u/RainerHeintzmann)\
**Replies:** 8\
**Last updated:** [September 12, 2023, 9:56am UTC](https://forum.babylonjs.com/t/renderlist-with-all-meshes/43995 "2023-09-12T09:56:20Z")

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Is it possible to set the renderList of a mesh texture (e.g. reflectionTexture) to automatically include all meshes? I guess a potential problem could be the mesh to which the texture is attached, but since this is rend…

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## [\[React Native\] engine.createRenderTargetCube - undefined is not an object (evaluating gl.TEXTURE\_CUBE\_MAP)](https://forum.babylonjs.com/t/react-native-engine-createrendertargetcube-undefined-is-not-an-object-evaluating-gl-texture-cube-map/33790)

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**Author:** [@clem](https://forum.babylonjs.com/u/clem)\
**Replies:** 10\
**Last updated:** [August 11, 2023, 8:53am UTC](https://forum.babylonjs.com/t/react-native-engine-createrendertargetcube-undefined-is-not-an-object-evaluating-gl-texture-cube-map/33790 "2023-08-11T08:53:55Z")

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Hello everyone, Versions: @babylon/js/core -\> 5.21.0 @babylonjs/react-native-iosandroid-0-65 My project is using react native (iOS) and I’m getting an error while running a sample code with a reflection probe: The …

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## [Support custom outputs for ShaderMaterial](https://forum.babylonjs.com/t/support-custom-outputs-for-shadermaterial/42835)

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**Author:** [@OrigamiPete](https://forum.babylonjs.com/u/OrigamiPete)\
**Replies:** 4\
**Last updated:** [August 1, 2023, 11:51pm UTC](https://forum.babylonjs.com/t/support-custom-outputs-for-shadermaterial/42835 "2023-08-01T23:51:47Z")

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Hi there, I’m trying to implement a shader that outputs an ivec4 to a RenderTargetTexture with a format of RGBA\_INTEGER and type of INT but at the moment I’m limited by the shader preprocessor which automatically adds a…

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## [Post processing textures generated through RTT](https://forum.babylonjs.com/t/post-processing-textures-generated-through-rtt/41651)

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**Author:** [@gfxnoob](https://forum.babylonjs.com/u/gfxnoob)\
**Replies:** 7\
**Last updated:** [June 16, 2023, 2:36pm UTC](https://forum.babylonjs.com/t/post-processing-textures-generated-through-rtt/41651 "2023-06-16T14:36:21Z")

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I have generated a texture called ‘diffuseTexture’ through RTT using custom shaders, as I only intend to find the irradiance. https://playground.babylonjs.com/#1OH09K#2126 Next I want to do achieve a custom Post proces…

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## [Custom shaders in RTT and Post Process](https://forum.babylonjs.com/t/custom-shaders-in-rtt-and-post-process/41603)

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**Author:** [@gfxnoob](https://forum.babylonjs.com/u/gfxnoob)\
**Replies:** 1\
**Last updated:** [June 14, 2023, 11:40am UTC](https://forum.babylonjs.com/t/custom-shaders-in-rtt-and-post-process/41603 "2023-06-14T11:40:54Z")

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I have a scene with just one object for which I want to achieve special effects. I need to render the scene to texture (RTT) with with custom shaders(for special effects). Only the Diffuse component (Store as texture …

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## [How CustomProceduralTexture use itself last render result](https://forum.babylonjs.com/t/how-customproceduraltexture-use-itself-last-render-result/39939)

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**Author:** [@zzh505968568](https://forum.babylonjs.com/u/zzh505968568)\
**Replies:** 4\
**Last updated:** [April 18, 2023, 1:33am UTC](https://forum.babylonjs.com/t/how-customproceduraltexture-use-itself-last-render-result/39939 "2023-04-18T01:33:40Z")

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How CustomProceduralTexture use itself as next input. I want create a CustomProceduralTexture and use itself render result as next input. I try this.onGeneratedObservable.add((texture)=\>{ this.setTexture("…

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## [Multiple Persistent Shader Passes - how to?](https://forum.babylonjs.com/t/multiple-persistent-shader-passes-how-to/39728)

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**Author:** [@gems](https://forum.babylonjs.com/u/gems)\
**Replies:** 5\
**Last updated:** [April 11, 2023, 6:36pm UTC](https://forum.babylonjs.com/t/multiple-persistent-shader-passes-how-to/39728 "2023-04-11T18:36:39Z")

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Hello, I’m struggling to find a way to do multipass shader - so that I can have multiple persistent samplers which I can play around with on a final pass (and do generative feedback loops). At the moment I have no idea h…

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## [How would you do a Orthographic water intersection effect?](https://forum.babylonjs.com/t/how-would-you-do-a-orthographic-water-intersection-effect/35354)

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**Author:** [@mikeysee](https://forum.babylonjs.com/u/mikeysee)\
**Replies:** 8\
**Last updated:** [January 11, 2023, 4:26pm UTC](https://forum.babylonjs.com/t/how-would-you-do-a-orthographic-water-intersection-effect/35354 "2023-01-11T16:26:31Z")

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The above video is a demonstration of a water-intersection effect that was implemented by following this excellent post: Simple stylized water shader with playground: https://playground.babylonjs.com/#UNGKGD#7 …

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## [Volumetric Light with RTT](https://forum.babylonjs.com/t/volumetric-light-with-rtt/36695)

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**Author:** [@Bemuse](https://forum.babylonjs.com/u/Bemuse)\
**Replies:** 3\
**Last updated:** [December 21, 2022, 12:10pm UTC](https://forum.babylonjs.com/t/volumetric-light-with-rtt/36695 "2022-12-21T12:10:12Z")

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https://playground.babylonjs.com/#EBT3JQ#7 I pushed some meshes to RTT’s renderList for applying VLS Effect. I’m not sure it is right way… And i’m struggling with hiding meshes that not affected with VLS from scene. W…

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## [Same Target camera rotate to different angle](https://forum.babylonjs.com/t/same-target-camera-rotate-to-different-angle/34618)

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**Author:** [@imarabinda](https://forum.babylonjs.com/u/imarabinda)\
**Replies:** 8\
**Last updated:** [October 18, 2022, 1:25pm UTC](https://forum.babylonjs.com/t/same-target-camera-rotate-to-different-angle/34618 "2022-10-18T13:25:27Z")

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Hi, I just need a help. Here is my playground link https://playground.babylonjs.com/#S0KJUA#21 . All i want to do is to rotate camera to angle where the point is placed, i’m attaching the video how it should go, for both…

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## [Follow camera target between two players - new BJS user](https://forum.babylonjs.com/t/follow-camera-target-between-two-players-new-bjs-user/34240)

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**Author:** [@Aleebster](https://forum.babylonjs.com/u/Aleebster)\
**Replies:** 5\
**Last updated:** [September 28, 2022, 12:58pm UTC](https://forum.babylonjs.com/t/follow-camera-target-between-two-players-new-bjs-user/34240 "2022-09-28T12:58:38Z")

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Hi guys, I am very new to Babylon but Im really liking it so far. I have been trying to make a camera follow a target between two players (on the x axis). To show both players on the screen at all times. Think Street f…

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