Render the same entity to multiple SceneWindow / (RootScene)

Hello, I want to render the same entity with different SceneWindows. (Stride)

Currently, plugging the same Entity to multiple RootScenes doesn’t work

stride entity should only be connected to one parent entity or scene

But plugging the same RootScene to multiple SceneWindows do work !

But what if I want the Entity rendered in both Scenes but with different other entities?
For example, SceneWindow 1 renders entities A, B, and C
And SceneWindow 2 renders only A.

This would require entity A to be in two RootScenes which seem not possible?

Is this possible?
Thanks

iirc there’s a helppatch covering that? I think you have to go via rootscene or have a second graph.

If you find the name of that help patch let me know !

I recently asked a similar question on the matrix.

RenderGroups is what you are looking for to draw different things in different view ports. However, this approach seems to break as soon as you use instancing :(

i meant HowTo Render a Scene multiple times.vl

Checked the Help Patch, and it does not solve my problem..

It shows how to render the same scene with multiple renderer,
Not how to render the same entity in different scenes (composed of different set of entity).

Maybe like this :

SameEntityToMultipleSceneWindow.vl (38.2 KB)

Clone (Entity) from advanced aspect should do.

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Omg exactly what I was looking for, I thought I’ve already searched for this keyword (clone)

Glad it exists, I just hope it works well with animated characters and material etc..

Thanks!

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Should the ‘Clone’ node be placed in the cache region?

Probably, yes, for performance. Otherwise, the cloning operation—which is quite resource-intensive—is performed on every frame, consuming memory and resources

Not so sure about it, likely the problem is going to be some parameters passed to original entity, if you cache (what is expected action is this case) you will clone only current state of entity, so if you change params after cached clone you likely won’t see them change on cloned entity. However if it’s animated via shaders should be good…

So this needs a lot of testing…

Also, have a look at the RenderGroups help patch, that’s the correct mechanism, without cloning.

3 Likes

RenderGroups seem to be a wayyy cleaner solution !
Thanks again

1 Like