how can we render Viewport Textures within Viewport Textures?

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:bust_in_silhouette: Asked By 19PHOBOSS98

Imma noob… to all of this… so please bear with me :slight_smile:

I’m working on a Mirror Asset, so far it can hide physics bodies and meshes behind it. Right now I’m trying to work on recursive reflections. I use ViewPort Textures to render “reflections” by an invisible camera that flies around parallel to a player but whenever It gets a chance to “look at” another mirror it shows up as a blank screen… or in other times it shows up as a jacked up version of my perspective… :frowning:

is there a function that I have to call to tell it what it should render in?
like is there a way to assign a mesh surface that the mirror’s camera can singleout and put it over what the over all camera can see?
or something I’m open to any suggestions at this point…

I was just messing around when I got this:
YT video
turns out I don’t need a function to show a viewport texture inside another viewport texture, it just happens by itself.

with stationary cameras, two mirrors can do recursive reflections like it was nothing.
even my “dynamic” mirrors could reflect them reflecting each other

but somehow the stationary ones couldn’t reflect MY mirror’s ViewPort Texture :frowning:
I’m sensing a pattern here, I’m beginning to think ViewPort Textures cant render in other ViewPort Textures attached to dynamic cameras:(

there has to be a work around to this

19PHOBOSS98 | 2020-01-21 15:47

:bust_in_silhouette: Reply From: findaeden

thank you everyone for all your great answers!