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Post Effects

The Post Effects panel in Studio controls the look of your scene after the splat is rendered. Effects are evaluated per-frame in the viewer; each section has an enable toggle plus its own parameters.

The panel also contains two related global controls: a Tonemapping dropdown that shapes how high-dynamic-range output maps to display intensity, and a High Precision Rendering toggle that switches the viewer to a more accurate (but more expensive) rendering pipeline.

Effect sections

Sharpness

FieldDescription
EnabledMaster toggle.
AmountStrength of the sharpening filter.

Good for recovering perceived detail on dense splat captures.

Bloom

FieldDescription
EnabledMaster toggle.
IntensityHow strong the bloom glow appears.
Blur levelSize of the bloom kernel — larger values produce a softer, broader glow.

Adds a glow to bright regions of the scene.

Grading

Color grading applies a global transform to the image.

FieldDescription
EnabledMaster toggle.
BrightnessOverall brightness lift.
ContrastTone separation between dark and light.
SaturationColor intensity (0 is grayscale).
TintAn RGB color blended into the image — useful for warm/cool grades.

Vignette

FieldDescription
EnabledMaster toggle.
IntensityStrength of the corner darkening.
InnerRadius at which the vignette starts.
OuterRadius at which the vignette reaches full strength.
CurvatureShape of the vignette falloff.

Fringing

FieldDescription
EnabledMaster toggle.
IntensityStrength of the chromatic aberration effect at frame edges.

Tonemapping

A dropdown that picks how the renderer maps HDR output to the display:

ValueNotes
linear (default)No tonemapping curve — output is linear.
nonePass-through with no scaling.
filmicClassic film-emulating curve.
hejlHejl-Burgess-Dawson curve.
acesACES filmic curve.
aces2ACES variant with rolled-off highlights.
neutralKhronos Neutral tonemap.

High Precision Rendering

A toggle (default off) that enables a more accurate rendering path. Useful when bright highlights, fine color grading, or post-effects show banding in the default path — at the cost of more GPU work per frame.

See also