Efficient Cube Texture Capture: Optimizing Render Targets and Cameras

I need some advice on the optimal way to use a render target to capture each side of a cube as a texture. Currently, I am making it work by creating six render targets, six scenes, and six cameras :grimacing:. I position, and rotate each camera to face a different face of the cube and use what each camera sees to obtain the respective texture. This approach seems inefficient, and I haven’t found any examples of how to solve this problem efficiently.

Could CubeCamera be something you’re looking for :eyes: ? (example, code in the bottom right.)

I looked into that but I was confused about how to get each face of the cube to its own texture. WebGLCubeRenderTarget returns one texture and its equirectangular