Ambiera ForumDiscussions, Help and Support. |
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I was trying to use render to texture to do multipass render. is there anyway to force it to render the scene or hide certain nodes from one camera and not another? hadoken will know what I'm trying to do, like in blitz3d, set the texture buffer render the scene change the scene (with lighting or textures ect texture a quad in front of the camera and blend it (or if using fastext just project the texture onto the scene render the scene in the normal backbuffer. what i was actually trying to do what make a fake (low quality) depth buffer render (using fog and alpha planes in front of the camera) to feed to a ambient occlusion shader. just for fun , not all that important. Sam |
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As for hiding a specific node from rendering - just place it inside the node you're rendering the texture to. The ccbRenderToTexture function works in a way that hides the target node while rendering the texture. This allows you to hide different nodes during the render pass. But as for the rest, I didn’t quite get what you meant... If you’re talking about depth rendering or similar effects, it's better to use the source code and a custom binary for that. |
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Sounds interesting @guest_Sam, how about checking node positions against something like pre-defined node-cam distance layers or cam target culling (bounding boxes)? Cheers. |
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