Post-Processing Filters (previously "Camera Effects") are visual effects that are applied at the end of shading. They are great for fine-tuning your renders, making them more photorealistic, or changing the mood of your scene.
The post-processing filters are available in 3D Settings.
- From your model, click Edit 3D Settings or add "/edit" to the end of any model URL.
- Select the Post Processing Filters panel in the top left.
Only the model's author can access 3D Settings. Edits you make will not change your original file, they will only affect viewing on Sketchfab.
SSR (Screen space reflections)
SSR approximates reflections of objects in real time. It is useful for any kind of glossy / reflective surface such as a mirror or a wet floor. Use the slider to change the intensity of the reflections.
Here, you can see objects in the scene reflected in the floor and walls of Follmann 2.OG by FelixMatveev:
Only geometry that is visible from the current camera view will be reflected. For performance reasons, SSR is only activated for opaque objects and transparent objects using Alpha Mask and/or Dithered blending mode.
SSAO (Screen space ambient occlusion)
SSAO (Screen space ambient occlusion) approximates ambient occlusion in real time. It calculates how exposed each point of the model is to ambient lighting, and can be used to improve the look of details.
The sliders control the Radius (size of shadows), Intensity (darkness of unexposed areas), and Bias (the sensitivity of occlusion to differences in depth and normal).
A low Bias value means that pixels will be occluded even when there is a small change in depth/normal. A high Bias value means that pixels will only be occluded when there is a large change in depth/normal.
Grain can be used to simulate film grain for "photorealistic rendering", or to add details to uniform areas to make the model look less synthetic (e.g., gradients, solid colors).
The slider controls the opacity of the grain. The Animated toggle makes the grain move.
Depth of Field (DoF)
Simulate a shallow depth of field. Click/tap the model to set the focus point. Adjust the blurriness of the foreground and background with the sliders. Not compatible with image backgrounds.
The Sharpness effect lets you enhance the definition of the model and reveal more details.
Adjust the value from 0 (no sharpening) to 100 (maximum sharpening).
The Chromatic Aberrations effect simulates the color distortions on the edges of a real world camera lens.
Adjust the value from 0 (no aberrations) to 100 (maximum aberrations).
The Vignette effect darkens the borders of the image. It is a good way to focus the attention on the center of the scene.
Adjusting the Amount value will change how much of the image is darkened.
Adjusting the Hardness will change how the smooth the transition between is the darkened part and the original part.
The Bloom effect makes the highlights glow.
Adjusting the Threshold will change how much of the image is affected.
Adjusting the Intensity will make the glow brighter or dimmer.
The Tone Mapping effect lets you make common image adjustments such as Exposure, Brightness, Contrast, Saturation.
The Color Balance effect lets you adjust the color tint of the image in shadows, midtones and highlights.
Adjusting Red, Green, Blue channels will make the image more or less of the selected color.
Backgrounds & VR
Certain types of backgrounds are excluded from some effects. For example, Sharpness does not influence the background, only the model. Additionally, some effects are disabled in VR mode for performance reasons.
|Filter||Fixed Image||Environment / Solid Color||VR|
|Depth of Field||No*||Yes||No|
For performance reasons, Post-processing filter order can not be changed. They are applied to the scene in the following order:
- Depth of Field (DoF)
- Chromatic Aberrations
- Color Balance
- Tone Mapping
- Vignette (if there is background or at least one of #3, #4, #5)
- Vignette (if there is no background and no #3, #4, #5)
These effects are quite processing intensive, especially SSR, SSAO, DoF, and Bloom. If you notice poor performance, particularly on mobile devices, try disabling some.
Anti-aliasing refers to many different techniques of reducing aliasing (distortion or artifacts) from a sampled image. There are three anti-aliasing methods used in the Sketchfab viewer:
Fast Approximate Anti-Aliasing (FXAA)
FXAA makes edges look smooth and less pixelated.
Supersampling also improves jagged edges by averaging the colors of adjacent pixels.
Temporal Anti-aliasing (TAA)
TAA reduces aliasing when an object is moving. It works by sampling the object faster than it is moving. You can read more and see examples in the blog announcement.
In the post-processing tab, you can disable TAA for transparent pixels, or disable it completely.
Once you've made your adjustments, including position and orientation, be sure to update your model's thumbnail image and default position with Save View and/or save your changes with Save Settings. You can return to your model by clicking either the model's name or Exit.
Thanks for the feedback! We might offer different kinds of overlay features in the future.
Hi, is there any option to apply bloom on a separate material rather than the whole map?
SharpedgeStudio Hi, I'm afraid not at the moment. Can you tell us about your use case?
Hi, im having some problems with the Depth of Field, for some reason, it just de focuses the model (spheric small model) completelly when zooming in, without being able to select a focus point.... in this model case, its necesary due tu the real life scale of this model, I need the DOF to reinforce the concept and scale... am I the only one with this problem ?
Hi valde - can you share the model link please?
James, its not published yet for the same reason, if i publish it can I go back ?
It can't go back to draft mode, but I'm staff so I can see draft models. Anyway, I just created a support ticket on your behalf. Feel free to reply there privately instead.
Is there any chance you'll add a bevel option to the post-processing filters in the future, for hard
surface design? Blender Cycles has a bevel node, which allows you to easily add a bevel to any
hard edges that are a result of any boolean operations, which catch the light realistically in
the final render.
It's not currently planned, as we can't really generate new vertices/faces "on the fly" like that, but it's a cool idea!
However, if you upload your .blend file, we should automatically apply all modifiers, or worst case you can apply the bevel modifier yourself.
What I'm suggesting is; the bevel in the post-processing filters would be a render effect - where it
doesn't generate actual geometry, in the attached image the edges of the small details of the model
(on the right side) are catching the light - this is just a shader / render effect as a result of the bevel node
in Blender Cycles - no new geometry has been added. With regards to Blender's bevel modifier; I find it
often doesn't work well on more complex boolean results, so I normally use the bevel node in Cycles renderer.
Take a quick look at the Blender manual page to see what I mean:
a little bit of time and I will
a little bit of time and I will
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