I am strugling to grasp the spreadable nature of Temp Targets.
I am feeding a temp target renderer a Cons with seven DX11 Layers, yet I only get one Texture as an Output.
I would love to apply effects with different Settings to them afterwards.
Thank you very much @lecloneur !
This works, but I run into a different problem afterwards.
I have some DX.11 Layers with different Objects on them which I “cons” together and now pipe through the Renderer Spread.
But Now each Layer looks exactly the same, which pretty much makes the spreading I achieve useless.
Is “cons” the correct way to spread Layers?
Any ideas on how to fix that?
Think of it as one cameraview per object. For your particular case you need to space out your objects and the cameras accordingly. See again lecloneur´s patch what he is doing with the transform and transform inverse.
Also there is the helppatch of Renderer(DX11.TextureSpread) that does a similar thing with the cameras except they look all at the same objects. dx11_spread_example-2.v4p (13.6 KB)