# Share MeshStandardMaterial with environment Map accross multiple Scenes?

**URL:** <https://discourse.threejs.org/t/share-meshstandardmaterial-with-environment-map-accross-multiple-scenes/8101>\
**Category:** Questions\
**Tags:** webgl-renderer\
**Created:** [June 14, 2019, 9:36am UTC](https://discourse.threejs.org/t/share-meshstandardmaterial-with-environment-map-accross-multiple-scenes/8101 "2019-06-14T09:36:33Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![cream](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/cream/32/12511_2.png) [@cream](https://discourse.threejs.org/u/cream)\
**Post date:** [June 14, 2019, 11:33pm UTC](https://discourse.threejs.org/t/share-meshstandardmaterial-with-environment-map-accross-multiple-scenes/8101/8 "2019-06-14T23:33:40Z")

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Hi @Fyrestar!

An update on progress:  
We got awesome performance increase (we are developing “mobile first”) by rendering Scene 1 containing complex model / animation into a renderTarget.texture and applying it to a plane placed inside Scene 2 as background.

This tutorial was very usefull: [Three.js Render Targets](https://threejsfundamentals.org/threejs/lessons/threejs-rendertargets.html)

All we have to do now is properly fit the plane to the camera / device-screen, I hope this will nail it (thanks again for finding it):

> [@Functions to calculate the visible width / height at a given z-depth from a perspective camera](https://discourse.threejs.org/t/functions-to-calculate-the-visible-width-height-at-a-given-z-depth-from-a-perspective-camera/269):
>
> These two functions will give you the visible height and width in your scene at a given distance from a PerspectiveCamera. It’s useful if you want to create an object that is the full width / height of the scene, or want to place objects at screen edges etc. Here’s the code (ES6): const visibleHeightAtZDepth = ( depth, camera ) =\> { // compensate for cameras not positioned at z=0 const cameraOffset = camera.position.z; if ( depth \< cameraOffset ) depth -= cameraOffset; else depth += c…

… and tweak the background-plane texture / material as it looks a bit dull (low color / contrast) at the moment.

We will post the result and a short solution description as soon as we are 100% sure this approach meets our needs.

One more thing:  
As we’re now using only one renderer, we can also use the same reflection-material / environment map in both scenes.

✊

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_[View the full topic](https://discourse.threejs.org/t/share-meshstandardmaterial-with-environment-map-accross-multiple-scenes/8101)._
