Multiple camera rendering

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:bust_in_silhouette: Asked By padura

Let’s say I have two or more different cameras (split screen for example). Coming from other game engines I find Godot very intuitive, but one thing is bugging me- how do I prepare node for rendering (with a specific camera and material). This would be useful for example when I have LOD or need to pass different material parameters for different cameras. How can it be achieved in Godot?

What is your question exactly? You want an object to be viewed differently depending on the camera? Have you tried the camera cull mask: https://docs.godotengine.org/en/stable/classes/class_camera.html#class-camera-property-cull-mask

Saitodepaula | 2020-06-09 21:30

Thanks, that should solve the problem

padura | 2020-06-24 19:21