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| 1 | +# Scene Look (Post-processing) |
| 2 | + |
| 3 | +Grade the finished frame. A **scene look** is a stack of screen-space effects — ambient |
| 4 | +occlusion, colour grading, bloom, vignette, film grain, pixelation — applied over the |
| 5 | +whole viewport after the scene is drawn. |
| 6 | + |
| 7 | +The look is **part of the scene**. It replicates to everyone in the session the moment you |
| 8 | +change it, it is saved with the file, and it undoes like any other edit. Nobody has to |
| 9 | +switch anything on to see what you made. |
| 10 | + |
| 11 | +## Opening it |
| 12 | + |
| 13 | +**Configure Scene ▸ Post-processing** — or right-click the viewport and choose |
| 14 | +**View ▸ Post-processing…**, which opens the panel straight at that section. |
| 15 | + |
| 16 | +## Building a look |
| 17 | + |
| 18 | +Press **+ Add effect** and pick one from its family: |
| 19 | + |
| 20 | +| Family | Effects | |
| 21 | +|---|---| |
| 22 | +| Ambient occlusion | Ambient occlusion | |
| 23 | +| Colour grading | Tone mapping, Hue / saturation, Brightness / contrast, LUT | |
| 24 | +| Stylize | Dot screen | |
| 25 | +| Camera FX | Bloom, Vignette, Film grain, Chromatic aberration, Pixelation, Scanlines | |
| 26 | +| Anti-aliasing | SMAA | |
| 27 | + |
| 28 | +Each row has a grip to **drag it up or down**, a checkbox to switch it off without losing |
| 29 | +its settings, and a **✕** to remove it. Click a row's name to open its parameters. |
| 30 | + |
| 31 | +**The order matters.** The stack runs top to bottom over the frame, so grading placed |
| 32 | +before a vignette darkens differently than grading placed after it. Drag to rearrange, or |
| 33 | +use the ↑ ↓ buttons. |
| 34 | + |
| 35 | +### What the "passes" line means |
| 36 | + |
| 37 | +Under the enable checkbox you will see something like: |
| 38 | + |
| 39 | +> Effects: 4, passes: 2 (2 merged into a shared pass) |
| 40 | +
|
| 41 | +Most effects are combined into a **single fullscreen shader**, so eight of them usually |
| 42 | +cost far less than eight times one. Ambient occlusion is the exception — it needs a pass of |
| 43 | +its own, and it splits the run wherever you place it. That line is there so you can see the |
| 44 | +cost of what you are building; if you care about performance, keep the AO entry at one end |
| 45 | +of the stack rather than the middle. |
| 46 | + |
| 47 | +## Ambient occlusion |
| 48 | + |
| 49 | +Soft contact shadows where surfaces meet. Its parameters had no controls at all before this |
| 50 | +release: |
| 51 | + |
| 52 | +- **Radius** — how far a surface looks for things that occlude it, in world units. |
| 53 | +- **Intensity** — how dark the occlusion gets. |
| 54 | +- **Falloff** — how quickly the effect fades with distance. |
| 55 | +- **Quality** and **Half resolution** — both default to **Auto**, which follows each |
| 56 | + viewer's own shadow-quality setting, so everyone keeps their own performance trade-off. |
| 57 | + Pin them when the look matters more than the frame rate. |
| 58 | + |
| 59 | +If your scene sets its own ambient occlusion, the personal **Shaded + AO** button in |
| 60 | +**View** switches off and says so — the scene's setting is used instead. Two AO passes would |
| 61 | +double every contact shadow and cost twice as much. |
| 62 | + |
| 63 | +## Colour grading with a LUT |
| 64 | + |
| 65 | +A **LUT** (lookup table) is the standard way to move a grade between tools. Put a `.cube` |
| 66 | +file — or a LUT strip image — in the [Explorer](explorer.md), then pick it in the LUT |
| 67 | +effect's **LUT file** row. |
| 68 | + |
| 69 | +The file is shared with your peers automatically. Anyone who does not have it asks for it, |
| 70 | +so people who join later get the grade too, and it travels inside a saved |
| 71 | +[`.tpscene`](saving.md). |
| 72 | + |
| 73 | +**Smooth interpolation** (tetrahedral sampling) is slower but avoids banding on small LUTs. |
| 74 | + |
| 75 | +## Tone mapping |
| 76 | + |
| 77 | +Tone mapping decides how bright values are compressed into what your screen can show. |
| 78 | +While a **Tone mapping** effect is in the stack it takes over from the renderer's own |
| 79 | +curve, so the image is never mapped twice — pick the curve you want (AgX, ACES Filmic, |
| 80 | +Neutral, Reinhard, Cineon, Uncharted 2) and set its white point and middle grey. |
| 81 | + |
| 82 | +## Seeing it, or not |
| 83 | + |
| 84 | +The look renders for everybody. What is local is your right to switch it off: |
| 85 | + |
| 86 | +- **View ▸ Overrides — this device** has a **Scene look (post-processing)** checkbox. Turn |
| 87 | + it off if your machine struggles, or if an effect is uncomfortable to look at. Your peers |
| 88 | + still see the scene as its author made it. |
| 89 | +- **Wireframe** skips post-processing entirely — it is a diagnostic view. |
| 90 | +- Turning an effect off in the stack, or unticking **Scene look enabled**, changes it *for |
| 91 | + everyone* — that is scene data, not a personal setting. |
| 92 | + |
| 93 | +## Limits worth knowing |
| 94 | + |
| 95 | +- **Post-processing does not run in VR.** The effects are skipped in a headset; objects |
| 96 | + still look the same, and materials made with the [Shader Graph](shader-graph.md) are |
| 97 | + unaffected. |
| 98 | +- **The camera preview inset (PiP) shows the plain image**, without the look. |
| 99 | +- **Sprites, billboarded avatar photo cards and particles** do not write depth, so effects |
| 100 | + that read depth do not affect them. A strong stylize effect makes that more visible than |
| 101 | + ambient occlusion ever did. |
| 102 | +- **A GLTF export does not carry the look** — glTF has nowhere to put screen-space effects. |
| 103 | + The app tells you when you export. Save a **Scene (`.tpscene`)** to keep it. |
| 104 | +- On some mobile GPUs fullscreen effects are mis-rendered by the driver: the viewport can |
| 105 | + freeze on a stale frame while you move. If that happens, switch the scene look off in |
| 106 | + **View ▸ Overrides**. |
| 107 | +- Very old browser builds have a shader bug with fullscreen effects; the app detects them, |
| 108 | + skips the look and explains once. |
| 109 | + |
| 110 | +## Effects that come from a newer version |
| 111 | + |
| 112 | +If someone using a newer build adds an effect this one does not know, it is shown in the |
| 113 | +list as **unsupported** and left completely alone — it is still saved, still shared, and |
| 114 | +still there for people whose version does understand it. Nothing you do to the rest of the |
| 115 | +stack deletes it. |
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