SceneCapture¶
The SceneCapture node is needed to render the view from a SceneCamera.
While SceneCamera represents the virtual camera chassis, SceneCapture represents the virtual film: For capturing the textures SceneCapture is needed.

Camera + Capture Relationship
SceneCapture works in tandem with camera nodes:
- SceneCamera or LookAtCamera: Defines the viewpoint — the "camera chassis"
- SceneCapture (this node): Renders the scene from that viewpoint — the "virtual film"
Set the parent property to link to your camera node. The capture inherits lens settings and stereo configuration from the camera.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
capture |
- | render group to draw. Model/Canvas/MeshWarp/Grid have an equivalent in which you can choose which group to draw to. |
parent |
- | select the camera node from where to render. |
type |
(set by the Camera selection) | can be one of the following: |
stereo |
(set by the Camera selection) | shows if the linked camera is stereo. If it is stereo, the Capture-node will have two texture outlets. |
dim |
- | sets the texture size of this render pass. Beware: If used in conjunction with a Camera, the Camera will set the aspect ratio. Dim will only define the resolution of the rendered texture. |
shader |
- | Applies this shader to all objects rendered in this renderpass. |
bgcolor |
- | the background color |
pass |
- | Renderpass. This defines when in a frame-pass (see reference) this Capure node does the rendering. A manual renderpass will only be executed right after loading a project or when pressing the 'manual renderpass button' in the main menu. |
blend |
- | use alpha channels in textures |
antialias |
- | render with antialias |
flip image |
- | flips the rendered image |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| Outlet | Type | Description |
|---|---|---|
| captured | texture | captured texture (left if stereo) |
| if stereo | texture | if stereo: captured right texture |
Render Groups¶
Controlling What Gets Rendered
The capture property determines which render group(s) this node captures:
- Objects (Canvas, Model, Grid, etc.) have a
drawtoproperty that assigns them to render groups - SceneCapture's
captureproperty selects which groups to render - Use multiple render groups to separate content for different outputs
This allows the same scene to be rendered differently by different captures — for example, one capture for projection and another for preview.
Capture Types¶
Understanding Type Modes
The type property is automatically set based on the linked camera:
| Type | Description |
|---|---|
| off | Capture disabled |
| camera capture | Standard capture from SceneCamera or LookAtCamera |
| beamer capture | Capture from Beamer (calibrated projector view) |
| beamer mirror | Mirror/reflection of Beamer view |
| special capture | Special rendering modes |
| special mirror | Mirror of special capture |
Render Pass Timing¶
Optimizing Performance with Pass Modes
The pass property controls when rendering occurs:
| Pass Mode | Behavior | Use Case |
|---|---|---|
| Automatic | Renders every frame | Dynamic content, animations |
| Manual | Renders once on load, or when triggered | Static content, textures, performance optimization |
For static content that doesn't change, use manual mode to reduce GPU load. Trigger a manual refresh using the Refresh button in SPARCK's toolbar.
Resolution and Quality¶
Configuring Output Quality
Control the rendered texture quality:
- dim: Sets texture resolution (e.g., 1920×1080). The camera determines aspect ratio;
dimonly sets pixel count. - antialias: Enable for smoother edges (higher GPU cost)
- blend: Enable alpha channel support for transparency
- bgcolor: Set the background color for areas not covered by objects
Resolution vs Aspect Ratio
When linked to a camera, the camera's ratio property controls aspect ratio of the view frustum. The dim property only sets the resolution — if you set dim to 1920×1080 but the camera ratio is 4:3, the output resolution will still be 1920×1080.
Stereo Output¶
Stereo Rendering
When the linked camera has stereo enabled:
- The
stereoproperty automatically shows "on" - SceneCapture outputs two textures: left eye and right eye
- Connect both outlets to ShaderAnaglyph for anaglyph 3D output
- Or route to separate displays for VR goggles or 3D projection
Global Shader Effects¶
Applying Shaders to Entire Capture
The shader property applies a shader to all objects in this render pass:
- Useful for global color correction, post-processing effects
- The shader affects everything rendered by this capture
- For per-object shaders, use the shader property on individual Canvas/Model nodes instead
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Quick Start
Get started with SceneCapture in minutes
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Complementing SceneCapture
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub