# \#postprocessing

**URL:** https://forum.babylonjs.com/tag/postprocessing/170.md

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

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## [WIP: Real Scale Planet](https://forum.babylonjs.com/t/wip-real-scale-planet/56910)

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**Author:** [@bpodwinski](https://forum.babylonjs.com/u/bpodwinski)\
**Replies:** 6\
**Last updated:** [June 30, 2026, 7:38am UTC](https://forum.babylonjs.com/t/wip-real-scale-planet/56910 "2026-06-30T07:38:53Z")

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Hello, After testing a CDLOD on flat terrain, the next logical step was to apply it to a sphere :grin: This kind of approach is usually found in C++, but I wanted to see how far I could push it with JavaScript! …

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## [Selection outliner (blender style outlines)](https://forum.babylonjs.com/t/selection-outliner-blender-style-outlines/61598)

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**Author:** [@fuyutami](https://forum.babylonjs.com/u/fuyutami)\
**Replies:** 57\
**Last updated:** [April 14, 2026, 9:06am UTC](https://forum.babylonjs.com/t/selection-outliner-blender-style-outlines/61598 "2026-04-14T09:06:37Z")

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Hi everyone! Currently I’m working on a custom node material post process that allows highlighting selected objects (similarly like in blender and other dcc tools). It works with both regular meshes and instanced meshes…

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## [WGSL PostProcess Vertex shader building wrong](https://forum.babylonjs.com/t/wgsl-postprocess-vertex-shader-building-wrong/62494)

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**Author:** [@Teych](https://forum.babylonjs.com/u/Teych)\
**Replies:** 12\
**Last updated:** [February 20, 2026, 2:10pm UTC](https://forum.babylonjs.com/t/wgsl-postprocess-vertex-shader-building-wrong/62494 "2026-02-20T14:10:50Z")

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I am trying to use a post process effect with a custom fragment shader. When I run my app and look at the console, I am hit with a ton of invalid shader warnings for both the fragment and vertex. It should be using the b…

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## [Faster convolution or filter PostProcess?](https://forum.babylonjs.com/t/faster-convolution-or-filter-postprocess/62264)

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**Author:** [@HiGreg](https://forum.babylonjs.com/u/HiGreg)\
**Replies:** 3\
**Last updated:** [February 8, 2026, 7:59am UTC](https://forum.babylonjs.com/t/faster-convolution-or-filter-postprocess/62264 "2026-02-08T07:59:09Z")

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I have worked out the equations for converting a convolution kernel to require fewer texture samples, taking advantage of (and requiring) bilinear sampling. For a linear kernel (single row or column) it reduces texture s…

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## [Building rising and sweeping effect](https://forum.babylonjs.com/t/building-rising-and-sweeping-effect/61911)

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**Author:** [@1114257133](https://forum.babylonjs.com/u/1114257133)\
**Replies:** 2\
**Last updated:** [December 26, 2025, 7:50am UTC](https://forum.babylonjs.com/t/building-rising-and-sweeping-effect/61911 "2025-12-26T07:50:49Z")

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How can we achieve the special effect of gradually ascending in architecture？

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## [Post processing work on mobile devices](https://forum.babylonjs.com/t/post-processing-work-on-mobile-devices/47842)

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**Author:** [@Sumeet\_Sourav\_Das](https://forum.babylonjs.com/u/Sumeet_Sourav_Das)\
**Replies:** 4\
**Last updated:** [December 15, 2025, 6:11pm UTC](https://forum.babylonjs.com/t/post-processing-work-on-mobile-devices/47842 "2025-12-15T18:11:01Z")

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How can I make post processing work on mobile devices? Seems to work pretty well with desktop/PCs , but failing on Android and iOS devices

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## [PostProcess: add doNotSerialize](https://forum.babylonjs.com/t/postprocess-add-donotserialize/61186)

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**Author:** [@kzhsw](https://forum.babylonjs.com/u/kzhsw)\
**Replies:** 2\
**Last updated:** [October 30, 2025, 9:33am UTC](https://forum.babylonjs.com/t/postprocess-add-donotserialize/61186 "2025-10-30T09:33:45Z")

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Background Following ISpriteManager: add doNotSerialize, PostProcess have no doNotSerialize to control if a post process should be serialized. Proposal Add a doNotSerialize to PostProcess with a default false, since it’…

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## [Animate DOF in DefaultRenderingPipeline](https://forum.babylonjs.com/t/animate-dof-in-defaultrenderingpipeline/60568)

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**Author:** [@fab](https://forum.babylonjs.com/u/fab)\
**Replies:** 3\
**Last updated:** [September 19, 2025, 6:45pm UTC](https://forum.babylonjs.com/t/animate-dof-in-defaultrenderingpipeline/60568 "2025-09-19T18:45:09Z")

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Dear BJSforum, i have a scene, where i have an invisible player, being followed by a followcam to different positions. I want to animate the DOF values (fStop, LensSize and focallength), but i couldn’t figure out, how…? …

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## [How to render a low resolution post-process on a full resolution scene?](https://forum.babylonjs.com/t/how-to-render-a-low-resolution-post-process-on-a-full-resolution-scene/60332)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 3\
**Last updated:** [September 2, 2025, 9:36am UTC](https://forum.babylonjs.com/t/how-to-render-a-low-resolution-post-process-on-a-full-resolution-scene/60332 "2025-09-02T09:36:21Z")

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Hey there! I am looking to render a post-process in low resolution on top of a full resolution scene. I tried using the ratio parameter of PostProcess but it instead rendered a full resolution post-process on top of a …

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## [Create diffusion waves through post-processing](https://forum.babylonjs.com/t/create-diffusion-waves-through-post-processing/59661)

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**Author:** [@pangdong007](https://forum.babylonjs.com/u/pangdong007)\
**Replies:** 1\
**Last updated:** [July 24, 2025, 7:06am UTC](https://forum.babylonjs.com/t/create-diffusion-waves-through-post-processing/59661 "2025-07-24T07:06:58Z")

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I created a diffusion wave using post-processing. When I zoom in or out with the mouse wheel, the diffusion wave will deform. I can’t find the reason, so I asked if you could help me take a look Here is my post-pr…

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## [Why doesn't Babylonjs have an outline](https://forum.babylonjs.com/t/why-doesnt-babylonjs-have-an-outline/59092)

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**Author:** [@1114257133](https://forum.babylonjs.com/u/1114257133)\
**Replies:** 10\
**Last updated:** [July 7, 2025, 7:05am UTC](https://forum.babylonjs.com/t/why-doesnt-babylonjs-have-an-outline/59092 "2025-07-07T07:05:57Z")

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I saw that the outline effect of Threejs is based on the \* \[Sobel operator\], and it also supports penetration for entity models. And when the highlight layer is turned on, I see that dracall also doubles, and using…

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## [Bug when drawing background material beneath volumetric light](https://forum.babylonjs.com/t/bug-when-drawing-background-material-beneath-volumetric-light/58904)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 17\
**Last updated:** [June 11, 2025, 3:17pm UTC](https://forum.babylonjs.com/t/bug-when-drawing-background-material-beneath-volumetric-light/58904 "2025-06-11T15:17:32Z")

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Hello everyone! I found a bug (I think?) when changing BABYLON.RenderingManager.MIN\_RENDERINGGROUPS in order to draw some mesh behind eveything else when VolumetricLightScatteringPostProcess is involved: When assigni…

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## [NME post process not handling emissive](https://forum.babylonjs.com/t/nme-post-process-not-handling-emissive/58786)

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**Author:** [@papajuan](https://forum.babylonjs.com/u/papajuan)\
**Replies:** 9\
**Last updated:** [June 10, 2025, 9:47pm UTC](https://forum.babylonjs.com/t/nme-post-process-not-handling-emissive/58786 "2025-06-10T21:47:36Z")

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Hi all, how can I can get a custom NME post process to underexpose the scene and handle emissive properly (like how scene.imageProcessingConfiguration.exposure = value does) Here is a PG for an example and the NME mater…

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## [Default rendering pipeline drawcall](https://forum.babylonjs.com/t/default-rendering-pipeline-drawcall/58546)

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**Author:** [@1114257133](https://forum.babylonjs.com/u/1114257133)\
**Replies:** 1\
**Last updated:** [May 20, 2025, 12:48pm UTC](https://forum.babylonjs.com/t/default-rendering-pipeline-drawcall/58546 "2025-05-20T12:48:37Z")

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Is there any way to reduce the drawcall of the default rendering pipeline when it is enabled?

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## [Draw call control of Layer](https://forum.babylonjs.com/t/draw-call-control-of-layer/58506)

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**Author:** [@1114257133](https://forum.babylonjs.com/u/1114257133)\
**Replies:** 7\
**Last updated:** [May 20, 2025, 3:35am UTC](https://forum.babylonjs.com/t/draw-call-control-of-layer/58506 "2025-05-20T03:35:35Z")

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I created 100 boxes in the scene, and when I turned on highlight and glow, drawcall doubled. Is there any way to make drawcall only increase by 1? For example, RTT or other depth maps? Because I plan to add common po…

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## [Volumetric Atmospheric Scattering](https://forum.babylonjs.com/t/volumetric-atmospheric-scattering/52953)

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**Author:** [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Replies:** 14\
**Last updated:** [April 23, 2025, 9:20am UTC](https://forum.babylonjs.com/t/volumetric-atmospheric-scattering/52953 "2025-04-23T09:20:17Z")

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Hey there! A few years ago, I made a small implementation of a volumetric atmosphere post-process based on Sebastian Lague’s video. I did not share it at the time, so I am fixing this now ^^ Take a look at the demo:…

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## [LensRenderingPipeline with webgpu engine](https://forum.babylonjs.com/t/lensrenderingpipeline-with-webgpu-engine/57864)

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**Author:** [@Hanesu](https://forum.babylonjs.com/u/Hanesu)\
**Replies:** 1\
**Last updated:** [April 16, 2025, 12:21pm UTC](https://forum.babylonjs.com/t/lensrenderingpipeline-with-webgpu-engine/57864 "2025-04-16T12:21:58Z")

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Are there plans to update the shaders for the LensRenderingPipeline to be used with the webgpu engine anytime soon? Currently it throws errors like for example: Error while parsing WGSL: :240:27 error: 'textureSample' …

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## [How to enable global fog effect in post-processing?](https://forum.babylonjs.com/t/how-to-enable-global-fog-effect-in-post-processing/57184)

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**Author:** [@zhangyahan](https://forum.babylonjs.com/u/zhangyahan)\
**Replies:** 1\
**Last updated:** [March 17, 2025, 2:21pm UTC](https://forum.babylonjs.com/t/how-to-enable-global-fog-effect-in-post-processing/57184 "2025-03-17T14:21:53Z")

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How to ignore global fog in post-processing? I am currently performing delayed rendering in post-processing, but the colors are overlaid with global fog. The code logic is similar to this Pg code, and I want to consider…

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## [Frosted Glass Effect with Blur Post-Process: RenderTarget and Blur Pipeline Issues](https://forum.babylonjs.com/t/frosted-glass-effect-with-blur-post-process-rendertarget-and-blur-pipeline-issues/56233)

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**Author:** [@Zhey-on](https://forum.babylonjs.com/u/Zhey-on)\
**Replies:** 6\
**Last updated:** [March 13, 2025, 5:57pm UTC](https://forum.babylonjs.com/t/frosted-glass-effect-with-blur-post-process-rendertarget-and-blur-pipeline-issues/56233 "2025-03-13T17:57:58Z")

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Frosted Glass Effect with Blur Post-Process: RenderTarget and Blur Pipeline Issues Hi BabylonJS Community :grimacing:, I’m working on a frosted glass effect where I need to blur specific objects behind a transparent ma…

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## [ASCII shader using GLSL PostProcessing](https://forum.babylonjs.com/t/ascii-shader-using-glsl-postprocessing/56666)

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**Author:** [@Tricotou](https://forum.babylonjs.com/u/Tricotou)\
**Replies:** 8\
**Last updated:** [February 26, 2025, 4:59pm UTC](https://forum.babylonjs.com/t/ascii-shader-using-glsl-postprocessing/56666 "2025-02-26T16:59:44Z")

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Hello guys :slight\_smile: Just having fun with GLSL : This shader is basically using this ASCII texture : Computing pixelated B&W blocks Computing matching UVs Brightness along X Random variation along Y Have…

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## [MultiViews Viewport Distortion When Using SSAO Post-Processing](https://forum.babylonjs.com/t/multiviews-viewport-distortion-when-using-ssao-post-processing/56397)

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**Author:** [@tapanij](https://forum.babylonjs.com/u/tapanij)\
**Replies:** 3\
**Last updated:** [February 5, 2025, 5:09pm UTC](https://forum.babylonjs.com/t/multiviews-viewport-distortion-when-using-ssao-post-processing/56397 "2025-02-05T17:09:50Z")

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Hey! I believe I’ve found a bug. When using SSAO post-processing with MultiViews, the viewports get squished, but SSAO still seems to render in the correct position. I modified the MultiViews Part 2 documentation playg…

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## [Outline Post-Process](https://forum.babylonjs.com/t/outline-post-process/50488)

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**Author:** [@UNIT](https://forum.babylonjs.com/u/UNIT)\
**Replies:** 23\
**Last updated:** [January 26, 2025, 8:47pm UTC](https://forum.babylonjs.com/t/outline-post-process/50488 "2025-01-26T20:47:25Z")

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I have completed the outline post-process. Outline Post Process video By detecting and displaying the outline with the normal and depth map of the scene. I created a new outline post-processing effect because ‘hi…

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## [GlowLayer Inclusive and Exclusive Methods](https://forum.babylonjs.com/t/glowlayer-inclusive-and-exclusive-methods/55445)

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**Author:** [@rdurnin](https://forum.babylonjs.com/u/rdurnin)\
**Replies:** 8\
**Last updated:** [December 19, 2024, 10:20am UTC](https://forum.babylonjs.com/t/glowlayer-inclusive-and-exclusive-methods/55445 "2024-12-19T10:20:12Z")

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Hello, and I have been looking to reduce the overhead of enabling glow in the scene by controlling the list of meshes which are included or excluded from the list of meshes attached to the GlowLayer (as described here). …

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## [How do I make MSAA affect my post-process outline shader](https://forum.babylonjs.com/t/how-do-i-make-msaa-affect-my-post-process-outline-shader/55406)

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**Author:** [@fazil47](https://forum.babylonjs.com/u/fazil47)\
**Replies:** 2\
**Last updated:** [December 16, 2024, 5:48pm UTC](https://forum.babylonjs.com/t/how-do-i-make-msaa-affect-my-post-process-outline-shader/55406 "2024-12-16T17:48:16Z")

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Playground link: https://playground.babylonjs.com/#9465JA#7 I’m drawing an outline around scene objects by feeding the depth buffer output to a post-process shader which uses a Sobel filter to get outlines, and I’m usin…

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## [Disabling Image Processing Crashes BJS Editor 4.7.0](https://forum.babylonjs.com/t/disabling-image-processing-crashes-bjs-editor-4-7-0/54923)

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**Author:** [@cbbjs](https://forum.babylonjs.com/u/cbbjs)\
**Replies:** 3\
**Last updated:** [December 7, 2024, 1:40pm UTC](https://forum.babylonjs.com/t/disabling-image-processing-crashes-bjs-editor-4-7-0/54923 "2024-12-07T13:40:48Z")

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Hi all! We are attempting to integrate the BJS Editor 4.7.0 into our webgl pipeline in order to make the BJS workflow more user friendly for artists, as without it, there isn’t any great way to set up lighting scenes eas…

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## [Default Rendering HDR pipeline changes background layer colors](https://forum.babylonjs.com/t/default-rendering-hdr-pipeline-changes-background-layer-colors/54643)

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**Author:** [@vlayd16](https://forum.babylonjs.com/u/vlayd16)\
**Replies:** 3\
**Last updated:** [November 8, 2024, 2:08pm UTC](https://forum.babylonjs.com/t/default-rendering-hdr-pipeline-changes-background-layer-colors/54643 "2024-11-08T14:08:23Z")

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Hi team, When I use hdr in the default rendering pipeline - it changes the colors of the background layer. (try to put true as the second parameter in the default rendering pipeline) Is it possible to somehow keep th…

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## [SSRRenderingPipeline exhibits artifacts and flickering](https://forum.babylonjs.com/t/ssrrenderingpipeline-exhibits-artifacts-and-flickering/54427)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 3\
**Last updated:** [October 30, 2024, 10:59am UTC](https://forum.babylonjs.com/t/ssrrenderingpipeline-exhibits-artifacts-and-flickering/54427 "2024-10-30T10:59:49Z")

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I downloaded a model of a car from Sketchfab, After using SSRRenderingPipeline, there were artifacts on the bottom and rearview mirrors of the car, and I don’t know what settings can eliminate them I have tried adjusti…

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## [imageProcessing issue on Color gradient](https://forum.babylonjs.com/t/imageprocessing-issue-on-color-gradient/53727)

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**Author:** [@heyefeng229](https://forum.babylonjs.com/u/heyefeng229)\
**Replies:** 7\
**Last updated:** [September 26, 2024, 3:55am UTC](https://forum.babylonjs.com/t/imageprocessing-issue-on-color-gradient/53727 "2024-09-26T03:55:43Z")

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Hello,when imageProcessingEnabled is turned on by itself, the material rendering effect is normal. However, when other post-processing effects are activated and imageProcessingEnabled is then enabled, areas with gradient…

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## [DepthOfFieldEffect did not destroy DepthRenderer](https://forum.babylonjs.com/t/depthoffieldeffect-did-not-destroy-depthrenderer/53640)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 5\
**Last updated:** [September 23, 2024, 11:10am UTC](https://forum.babylonjs.com/t/depthoffieldeffect-did-not-destroy-depthrenderer/53640 "2024-09-23T11:10:49Z")

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I used the Default Rendering pipeline and enabled DepthOfField, then disposed of the Default Rendering pipeline according to the situation, but at this point, the DepthRenderer in the scene was not destroyed. I saw the …

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## [imageProcessing issue on transparent materials](https://forum.babylonjs.com/t/imageprocessing-issue-on-transparent-materials/53556)

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**Author:** [@heyefeng229](https://forum.babylonjs.com/u/heyefeng229)\
**Replies:** 2\
**Last updated:** [September 19, 2024, 5:20pm UTC](https://forum.babylonjs.com/t/imageprocessing-issue-on-transparent-materials/53556 "2024-09-19T17:20:31Z")

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First I create a scene, the object uses PBR material, and imageProcessing is enable. When exposure and contrast are turned on, and the value is 1, the final render color of opaque objects remains unchanged. However, t…

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