# \#post-process

**URL:** https://forum.babylonjs.com/tag/post-process/534.md

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## [GPUParticleSystem leaves instance attribute divisors bound → following post-process renders black](https://forum.babylonjs.com/t/gpuparticlesystem-leaves-instance-attribute-divisors-bound-following-post-process-renders-black/64237)

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**Author:** [@klausinf](https://forum.babylonjs.com/u/klausinf)\
**Replies:** 4\
**Last updated:** [October 6, 2026, 7:38pm UTC](https://forum.babylonjs.com/t/gpuparticlesystem-leaves-instance-attribute-divisors-bound-following-post-process-renders-black/64237 "2026-10-06T19:38:01Z")

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Hi everybody! When a GPUParticleSystem is the last instanced draw before the camera post-process chain, the post-process output can be fully transparent/black while the GUI on top still renders. Repro: Babylon.js Playg…

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## [SSAO2 does not behave correctly with dynamically changing camera parameters](https://forum.babylonjs.com/t/ssao2-does-not-behave-correctly-with-dynamically-changing-camera-parameters/61245)

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**Author:** [@noname0310](https://forum.babylonjs.com/u/noname0310)\
**Replies:** 4\
**Last updated:** [November 4, 2025, 9:01am UTC](https://forum.babylonjs.com/t/ssao2-does-not-behave-correctly-with-dynamically-changing-camera-parameters/61245 "2025-11-04T09:01:12Z")

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I attempted to use SSAO2 in my project, but due to several minor defects, it is currently unusable for my use case. Below, I will describe the bugs I discovered and the workarounds I found. Currently, SSAO2 does not …

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## [Does glow output (FragmentOutputBlock) have any purpose on Post Process Mode (NME)?](https://forum.babylonjs.com/t/does-glow-output-fragmentoutputblock-have-any-purpose-on-post-process-mode-nme/60906)

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**Author:** [@c1132091238](https://forum.babylonjs.com/u/c1132091238)\
**Replies:** 2\
**Last updated:** [October 13, 2025, 2:31am UTC](https://forum.babylonjs.com/t/does-glow-output-fragmentoutputblock-have-any-purpose-on-post-process-mode-nme/60906 "2025-10-13T02:31:19Z")

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Hi everyone! When I use NME to make a postprocess, I found a output on the FragmentOutputBlock named “glow“. I try to use NME like Unreal (https://dev.epicgames.com/documentation/unreal-engine/post-process-materials…

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## [All utility layer objects disappear when post processes applied](https://forum.babylonjs.com/t/all-utility-layer-objects-disappear-when-post-processes-applied/60386)

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**Author:** [@inteja](https://forum.babylonjs.com/u/inteja)\
**Replies:** 15\
**Last updated:** [September 12, 2025, 9:58pm UTC](https://forum.babylonjs.com/t/all-utility-layer-objects-disappear-when-post-processes-applied/60386 "2025-09-12T21:58:13Z")

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In my complex project, when I set: UtilityLayerRenderer.DefaultUtilityLayer.utilityLayerScene.postProcessesEnabled = true; Then apply any post process, all my utility layer scene meshes disappear, but picking still wor…

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## [How to apply post process to utility layer?](https://forum.babylonjs.com/t/how-to-apply-post-process-to-utility-layer/60385)

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**Author:** [@inteja](https://forum.babylonjs.com/u/inteja)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 5:08am UTC](https://forum.babylonjs.com/t/how-to-apply-post-process-to-utility-layer/60385 "2025-09-05T05:08:08Z")

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In the following example, how do I ensure the post process is applied to both the main scene and the utility layer scene? There’s only the one camera and the post process is attached to that camera. I thought it was supp…

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## [Issue when clearing RenderTargetTexture postprocesses (and when using an optimizer)](https://forum.babylonjs.com/t/issue-when-clearing-rendertargettexture-postprocesses-and-when-using-an-optimizer/58588)

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**Author:** [@Danim](https://forum.babylonjs.com/u/Danim)\
**Replies:** 2\
**Last updated:** [May 21, 2025, 6:32pm UTC](https://forum.babylonjs.com/t/issue-when-clearing-rendertargettexture-postprocesses-and-when-using-an-optimizer/58588 "2025-05-21T18:32:57Z")

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We are experiencing an issue when applying a scene optimizer that acts on Postprocesses and using a render target texture with a blur postprocess: This is the rendered image before the optimizer takes in place: And…

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## [Regarding the issue of custom post-processing and linear rendering pipelines](https://forum.babylonjs.com/t/regarding-the-issue-of-custom-post-processing-and-linear-rendering-pipelines/58445)

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**Author:** [@zertaul](https://forum.babylonjs.com/u/zertaul)\
**Replies:** 2\
**Last updated:** [May 16, 2025, 10:33am UTC](https://forum.babylonjs.com/t/regarding-the-issue-of-custom-post-processing-and-linear-rendering-pipelines/58445 "2025-05-16T10:33:47Z")

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As the title suggests, when I personally reproduce the scene, I need to use my own defined pipeline and the internal linear rendering pipeline of Babylonjs to achieve a mixed effect. For example This is my original e…

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## [NodeMaterials that are change geometry of their meshes. Usage with DepthRenderer](https://forum.babylonjs.com/t/nodematerials-that-are-change-geometry-of-their-meshes-usage-with-depthrenderer/55753)

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**Author:** [@simon](https://forum.babylonjs.com/u/simon)\
**Replies:** 4\
**Last updated:** [January 6, 2025, 12:19pm UTC](https://forum.babylonjs.com/t/nodematerials-that-are-change-geometry-of-their-meshes-usage-with-depthrenderer/55753 "2025-01-06T12:19:18Z")

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Hi there! I try to find a way to force DepthRenderer include information about meshes that are change inside vertex shader. Is it possible? And how I can implement if there are some ways? In this playground I created a…
