A render layer is the building block of your rendering; it is a structure that allows you to set up a single render pass. It acts as a container where objects can be placed for drawing.

There are basically three ways a RenderLayer can draw; using a single Camera; which will be used to render all the Object currently placed on it. The second way to draw a RenderLayer is by associating a Material; this will force the system to draw a full-screen pass. It is ideal to create post-processing effects and use compute Shader.

The last way a RenderLayer can be used is by placing Probe which will be used in turn as cameras drawing their surrounding in an environment map (aka Cubemap) or to a planar Texture.

See Also

Static Variables

Name Description
scene Parent Scene where the RenderLayer is maintained.
camera Reference to a Camera that resides in the same Scene where the active RenderLayer is maintained.
material The current Material connected to the active RenderLayer forcing it to be draw as a full screen quad.
sensor Force the RenderLayer to use the Actor list of an existing Camera Sensor.
uid Unique id to identify globally the active RenderLayer.




adaptation_method The default AdaptationMethod to use for AdaptiveMesh located on the active RenderLayer.
adaptation_threshold Threshold to use based on the active AdaptationMethod; either triangle count or pixel samples.
adaptation_break Force the adaptation system to break and stop refining as soon an acceptable quota is encountered.
sorting_method Specifies the way to sort the Object located on the active RenderLayer before drawing.
name Name to identify the current RenderLayer within its parent Scene.
occlusion_mask Bit mask of InclusionMask flags to tell the system the type of Object that should be included for occlusion queries.
cap Unique bit flag to identify the RenderLayer within its parent Scene.


Name Description
SetMaterial Assign a Material to be used by the RenderLayer forcing it to draw a full screen quad usually used for post-processing effect and compute Shader.
SetCamera Assign the Camera to use use to draw the RenderLayer.
SetSensor Set which Camera Sensor for the RenderLayer to use in order to generate its render list.


Object class flags used to create an inclusion mask that allows you to include or discard objects of a specific ObjectType.

  • fEmpty: Flag to include empty Object.
  • fCamera: Flag to include Camera.
  • fStaticMesh: Flag to include StaticMesh.
  • fAdaptiveMesh: Flag to include AdaptiveMesh.
  • fDynamicMesh: Flag to include DynamicMesh.
  • fSkeletalMesh: Flag to include SkeletalMesh.
  • fFracturedMesh: Flag to include FracturedMesh.
  • fSoundSource: Flag to include SoundSource.
  • fLightSource: Flag to include LightSource.
  • fText: Flag to include Text.
  • fParticleSystem: Flag to include ParticleSystem.
  • fParticles: Flag to include Particles.
  • fEnergyField: Flag to include EnergyField.
  • fRoute: Flag to include Route.
  • fRay: Flag to include Ray.
  • fProbe: Flag to include Probe.
  • fRegion: Flag to include Region.
  • fOccluder: Flag to include Occluder.
  • fFastOcclusion: May use a less accurate algorithm, which may be faster, but at the cost of more more false positives.
  • fNotEqual: Only allow Object that doest not match with the filter to pass through.

NRG - API 2022.4.384543 - Fri Nov 4 2022
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