# defaultPipline.imageProcessing + individual imageProcessing for Material = weird result

**URL:** <https://forum.babylonjs.com/t/defaultpipline-imageprocessing-individual-imageprocessing-for-material-weird-result/49977>\
**Category:** Questions\
**Tags:** material, pipeline, postprocessing\
**Created:** [April 24, 2024, 11:44am UTC](https://forum.babylonjs.com/t/defaultpipline-imageprocessing-individual-imageprocessing-for-material-weird-result/49977 "2024-04-24T11:44:40Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![Tricotou](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tricotou/32/5844_2.png) [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Post date:** [April 25, 2024, 3:26pm UTC](https://forum.babylonjs.com/t/defaultpipline-imageprocessing-individual-imageprocessing-for-material-weird-result/49977/12 "2024-04-25T15:26:06Z")

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> [@creeo](#):
>
> We found the reason, this method doesn’t fully support MSAA.

Hold my beer ➡ [Playground](https://playground.babylonjs.com/#C3U10A) 😁

* * *

More seriously, I was having a look at [this topic](https://forum.babylonjs.com/t/sharing-depth-buffer-between-two-cameras/34971) where a nice solution to your problem was given, but indeed it was said that it’s not working for MSAA. And indeed, it the related [Playground](https://playground.babylonjs.com/#PS6MUT#26) a resize is as well triggering a freeze.

* * *

My solution is not really neat, since it appears MSAA doesn’t support the resize, what I did is a disposal of the different element including rendering targets and defaultPipeline, and reassigning them, using the `engine.onResizeObservable` trigger 🙂

++  
Tricotou

PS : @Deltakosh : 🔥 [link](https://youtu.be/QOtuX0jL85Y?t=91) 😄

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