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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​