(babylonjs editor) editor rendering controlled through scene independently to main camera rendering

Hello guys,
This might be both UX and dev, but I found out after some facepalming that :
The render settings (activating it, adding bloom) in the scene only apply to the active camera.

Ideal behavior : adding graphics should apply to both, and better, you should be able to tune it down for the editor camera (just like the wireframe buttons).

What do you think ?

@julien-moreau
while the capture is not truly representative of the exact bug, here is how you can reproduce it :

  1. While having the editor camera selected, add bloom.
  2. Then change camera to mainCamera

Expected behavior: Bloom
Actual behavior : Not Bloom
And it also works the other way around.

Hey @Wellandr !

This is the intended behavior to be honest but you are not the first one to report that it’s not comprehensive so there is something to do for sure.

My question is: what if the project has multiple cameras with different post-process settings? For example focus distance in Depth-of-field post-process may be way different according to the active camera.

Here basically you have to setup post-processing for both camera by changing active camera in the preview’s toolbar.

What I propose is: move post-processing settings into camera inspectors so it’s a bit more comprehensive that it’s releated to camera and not overall scene. Do you have a better idea?

I love your suggestion, I think that’s the right path.
Scene inspector should only contain global like WebGLvs WebGPU, or Gravity and stuff. for short, any control you can’t have in more than one instance.

In addition to it, I think the editor camera should be handled differently, either no control over render outside what’s in the preview tab, or maybe match the active camera, or have a UI in the settings ?

The editor camera can be customized using the main toolbar → preview → editor camera
Here could be the UI for the settings of the editor camera for post-processes ?