This is how i doing currently. As i said the problem is that when i draw the final RenderTarget the SpriteBatch is going to modify the image. I need an another custom BlendState to prevent that but i don’t have any idea about how to do it.
I would clear the second back buffer to black. I would use BlendState.AlphaBlend for both SpriteBatch.Begin() calls. Not sure why additive is being used unless you’re doing something a bit out of the ordinary.