Skip to content

Render Texture using FBO #562

Closed Answered by pragma37
Nyubug asked this question in Q&A
Jun 20, 2024 · 1 comments · 6 replies
Discussion options

You must be logged in to vote

So even though I can preserve shaders after deforming the vertices by storing the vertex positions, how can I preserve other things such as shadows?

On top of not flattening the mesh in shadow maps, you would have to displace it to its "original" position.
Speculars are view depended so you would have to compute them manually too.

I still think the render texture method would be the best combined with the scene filter node to filter out collections into the texture. I just need a way to expose the camera view as a mesh shader node color output but I'm unsure where to begin.

If you want to take that route, you can use this as a reference since it's somewhat similar:
#559 (comment)

Replies: 1 comment 6 replies

Comment options

You must be logged in to vote
6 replies
@Nyubug
Comment options

@pragma37
Comment options

@Nyubug
Comment options

@pragma37
Comment options

Answer selected by Nyubug
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
2 participants