Documentation is scarce. I've had some experience with this, so I'll share what I learned. This is back in 6.7 days, not 7.x, so YMMV, and if there's anything new I'll let the developers share with us.
Trying to upload a simple example, but I'm getting an "Invalid File" error from the website, so
here's a link. I hope it works.
Essentially, you create the scene you want a texture from (call it "source"), and then create a material to use in the "destination" scene that uses a "RenderView" shader. It's one of the options when you add a new shader. Then you pick the scene you want the renderview of ("source").
Things will get tricky if you're expecting to have a live scene - for example, something you are playing out on fb 2, because if you put that online with the sequencer, it will be a COPY of the scene. So if you need datalinqs and stuff filled in, stuff that happens through events or datalinq key changes, it may not work as expected.
One solution is to, instead of selecting a specific scene, to select "," which gives you a live view of the current scene, so you are guaranteed to be live and updating since it's the same scene that is online. It also makes it work if you have some tricky animations or something in the scene that need to be triggered at certain times.
The idea is to create a new camera and place it off to side, or somewhere way out of the way, and build your "source" "scene" to be viewable by that camera. Then everything is in the same scene, but essentially doing what you want. I use a variant of this to make reflections for my augmented reality scenes.
One caveat - your renderview will be a frame behind.
EDIT:
This version of the scene includes a single scene example.
#XPression