Bakes targetObject into angleCount camera-facing snapshots (one RenderTarget texture per
horizontal angle around Y), the way an AAA imposter atlas stands in for a complex mesh at
distance. Reuses the exact render-to-texture recipe PlanarReflectionNode.updateReflection()
already uses (setRenderTarget -> render -> setRenderTarget(null)), just from angleCount
fixed vantage points instead of one mirrored one. targetObject must be fully configured
(geometry + material set) and must NOT already be part of the caller's live scene -- this
builds its own isolated Scene containing only targetObject plus the bake lighting, so
baking never touches or is affected by the real world.
Synchronous, matching PlanarReflectionNode.updateReflection(): renderer.render() only
queues GPU work, it doesn't need awaiting, and the returned textures are valid to sample in
any later frame once the queue has processed them (same ordering guarantee any render-target
texture already relies on).
Bakes
targetObjectintoangleCountcamera-facing snapshots (oneRenderTargettexture per horizontal angle around Y), the way an AAA imposter atlas stands in for a complex mesh at distance. Reuses the exact render-to-texture recipePlanarReflectionNode.updateReflection()already uses (setRenderTarget->render->setRenderTarget(null)), just fromangleCountfixed vantage points instead of one mirrored one.targetObjectmust be fully configured (geometry + material set) and must NOT already be part of the caller's live scene -- this builds its own isolatedScenecontaining onlytargetObjectplus the bake lighting, so baking never touches or is affected by the real world.Synchronous, matching
PlanarReflectionNode.updateReflection():renderer.render()only queues GPU work, it doesn't need awaiting, and the returned textures are valid to sample in any later frame once the queue has processed them (same ordering guarantee any render-target texture already relies on).