Post-Processing

Post Processing effects allow real-time manipulation of the rendered image in a variety of ways.

Tone Mapping

Setting

Effect

Tone Mapping Operator

Tone Mapping Operator selector.
  • Clamp

Leaves the radiance values unchanged, skipping any exposure adjustment.
  • Linear

(Off): Applies the exposure adjustments but leaves the tone values otherwise unchanged.
  • Reinhard

Operator based on Erik Reinhard’s tone mapping work.
  • Modified Reinhard

Variation of the operator based on Erik Reinhard’s tone mapping work.
  • HejiHableAlu

John Hable’s ALU approximation of Jim Heji’s operator.
  • HableUC2

John Hable’s Uncharted 2 filmic tone map.
  • ACES

Operator based on the Academy Color Encoding System.
  • Iray

Reinhard-based operator that matches the operator used by NVIDIA Iray by default.

cm^2 Factor

Use this factor to adjust for scene units being different from centimeters.

Camera Shutter

Simulates the effect on exposure of a camera’s shutter open time.

Film ISO

Simulates the effect on exposure of a camera’s ISO setting.

F-stop

Simulates the effect on exposure of a camera’s f-stop aperture.

White Point

A color mapped to white on the output.

sRGB To Gamma Conversion

Available with Linear/Reinhard/Modified Reinhard/HejiHableAlu/HableUc2 Tone Mapping.

Tone Mapping Color Space

Tone Mapping Color Space selector.

Wrap Value

Offset

Dither Strength

Removes banding artifacts in final images.

Modified Reinhard Settings

Effect

Max White Luminance

Maximum HDR luminance value that will map to 1.0 post tonemap.

HableUC2 Settings

Effect

White Scale Value

Maximum white value that will map to 1.0 post tonemap.

Iray

Effect

Crush Blacks

When the upper part of the dynamic range becomes compressed it naturally loses some
of its former contrast, and one often desires to regain some “punch” in the image
by using the Crush Blacks parameter. When 0, the lower intensity range is linear,
but when raised towards 1, a strong “toe” region is added to the transfer curve so
that low intensities get pushed more towards black, but in a gentle fashion.

Burn Highlights

Burn Highlights can be considered the parameter defining how much “over exposure”
is allowed. As it is decreased from 1 towards 0, high intensities will be more and
more “compressed” to lower intensities. When it is 0, the compression curve is
asymptotic, i.e. an infinite input value maps to white output value,
i.e. over-exposure is no longer possible. A good default value is 0.5.

Burn Highlights per Component

Specifies how the Burn Highlights parameter is applied to the different color
components. By default it is applied separately to all channels, which can lead to
saturation loss though. Disabling the parameter applies the Burn Highlights to the
luminance, keeping the output color as close as possible to the input color.

Burn Highlights Max Component

When not using ‘Burn Highlights per Component’, if ‘Burn Highlights Max Component’
is enabled, the maximum value across the R, G and B channels is used in the Burn
Highlights computation. Otherwise the overall luminance is used.

Saturation

Compressing bright color components inherently moves them towards a less saturated
color. Sometimes, very strong compressions can leave the image in an unappealingly
de-saturated state. The saturation parameter allows an artistic control over the
final image saturation. 1.0 is the standard “unmodified” saturation, higher
increases and lower decreases saturation.

Auto Exposure

Setting

Effect

Auto Exposure

Enables a histogram-based automatic exposure compensation.

Histogram Filter

Select a method to filter the histogram. Options are Median and Average.

Adaptation Speed

How fast automatic exposure compensation adapts to changes in overall light intensity.

White Point Scale

Controls how bright of an image the auto-exposure should aim for. Lower values result in brighter images, higher values result in darker images.

Exposure Value Clamping

Clamps the exposure to a range within a specified minimum and maximum Exposure Value.

Color Correction

Setting

Effect

Color Correction

Enable color correction.

Mode

Choose between ACES (Pre-Tone mapping) or Standard (Post-Tone mapping) mode.

Output Color Space

Defines the color space used as output of Color Correction.
sRGB Linear: scene linear space
AcesCG: ACES CG color space

Saturation

Higher values increase color saturation while lowering desaturates.

Contrast

Higher values increase the contrast of darks/lights and colors.

Gamma

Gamma value in inverse gamma curve applied before output.

Gain

A factor applied to the color values.

Offset

An offset applied to the color values.

Color Grading

Setting

Effect

Color Grading

Enables Color Grading effects.

Mode

Choose between ACES (Pre-Tonemap) or Standard (Post-Tonemap) Mode.

Output Color Space

Defines the color space used as output of Color Grading.
sRGB Linear: scene linear space
AcesCG: ACES CG color space

Black Point

Defines the Black Point value.

White Point

Defines the White Point value.

Contrast

Higher values increase the contrast of darks/lights and colors.

Lift

Color is multiplied by (Lift - Gain) and later Lift is added back.

Gain

Color is multiplied by (Lift - Gain) and later Lift is added back.

Multiply

A factor applied to the color values.

Offset

Color offset: an offset applied to the color values.

Gamma

Gamma value in inverse gamma curve applied before output.

XR Compositing

Setting

Effect

XR Compositing

Enables XR Compositing.

Composite in Editor

Enables alpha compositing with a backplate texture, instead of
outputting the rendered image with an alpha channel for compositing externally,
either by saving to EXR images or outputting the rendered image to a Cloud XR stream.

Backplate Color

A constant color used if no backplate texture is set.

Backplate Texture

The path to a texture to use as a backplate.
  • Is linear

Sets the color space for the Backplate Texture to linear space.
  • Luminance Scale

Scales the Backplate Texture luminance.

Lens Distortion

Enables distortion of the rendered image using a set of lens distortion and undistortion maps.
Each of these should refer to a <UDIM> EXR texture set, containing one image for each
of the discrete focal length values specified in the array of float settings under
/rtx/post/lensDistortion/lensFocalLengthArray (not currently exposed).
  • Distortion Map

<UDIM> EXR texture path to store the distortion maps for specified focal lengths.
  • Undistortion Map

<UDIM> EXR texture path to store the un-distortion maps for specified focal lengths.

Matte Object

_images/matte_objects.png

The Matte Object post-process allows rendering invisible objects which still receive shadows and secondary illumination (reflections, AO, global illumination), usually used in combination with a textured domelight or a backplate.

The post-process must be enabled to render matte objects. For a mesh geometry to be rendered as a matte object, its Matte Object flag must be enabled.

Setting

Effect

Matte Object

Allows rendering invisible objects which still receive shadows and secondary illumination (reflections, AO, global illumination), usually used in combination with a domelight or a backplate.

Backplate Color

A constant color used if no backplate texture is set.

Backplate Texture

The path to a texture to use as a backplate.

Chromatic Aberration

Setting

Effect

Chromatic Aberration

Enable chromatic aberration

Strength Red

The strength of the distortion applied on the Red channel.

Strength Green

The strength of the distortion applied on the Green channel.

Strength Blue

The strength of the distortion applied on the Blue channel.

Algorithm Red

Selects between Radial and Barrel distortion for the Red channel.

Algorithm Green

Selects between Radial and Barrel distortion for the Green channel.

Algorithm Blue

Selects between Radial and Barrel distortion for the Blue channel.

Use Lanczos Sampler

Use a Lanczos sampler when sampling the input image being distorted.

Depth of Field

Setting

Effect

Depth of Field Camera Overrides

Overrides settings on the camera and uses Dept-of-Field settings below for ALL cameras.

Enable DOF

Enables Depth of Field. If disabled, camera parameters affecting Depth of Field are ignored.

Subject Distance

Objects at this distance from the camera will be in focus.

Focal Length (mm)

The focal length of the lens (in mm). The focal length divided by the f-stop is the aperture diameter.

F-stop

F-stop (aperture) of the lens. Lower f-stop numbers decrease the distance range from the Subject Distance where objects remain in focus.

Anisotropy

Anisotropy of the lens. A value of -0.5 simulates the depth of field of an anamorphic lens.

Motion Blur

Setting

Effect

Motion Blur

Enable post-processing motion blur effect

Blur Diameter Fraction

The fraction of the largest screen dimension to use as the maximum motion blur diameter.

Exposure Time Fraction

Exposure time fraction in frames (1.0 = one frame duration) to sample.

Number of Samples

Number of samples to use in the filter. A higher number improves quality at the cost of performance.

FFT Bloom

Setting

Effect

FFT Bloom

Enables FFT bloom effect

Scale

Overall intensity of the bloom effect.

Cutoff Point

A cutoff color value to tune the radiance range for which Bloom will have any effect. Values below the Cutoff Point will not contribute to Bloom.

Cutoff Fuzziness

If greater than 0, defines the width of a ‘fuzzy cutoff’ region around the Cutoff Point values. Instead of a sharp cutoff, a smooth transition between 0 and the original values is used.

Energy Constrained

Constrains the total light energy generated by bloom.

Physical Settings

Enables a more physically accurate bloom model.

Physical Settings

Effect

Blades

The number of physical blades of a simulated camera diaphragm causing the bloom effect.

Aperture Rotation

Rotation of the camera diaphragm.

Sensor Diagonal

Diagonal of the simulated sensor.

Sensor Aspect Ratio

Aspect ratio of the simulated sensor, results in the bloom effect stretching in one direction.

F-stop

Increases/Decreases the sharpness of the bloom effect.

Focal Length (mm)

Focal length of the lens modeled to simulate the bloom effect.

Non-Physical Settings

Effect

Halo Radius

Controls the size of each RGB component of the halo flare effect.

Halo Flare Falloff

Controls the falloff of each RGB component of the halo flare effect.

Halo Flare Weight

Controls the intensity of the halo flare effect.

Anisotropic Flare Falloff X/Y

Controls the falloff of each RGB component of the anisotropic flare effect in the X/Y direction.

Anisotropic Flare Weight

Control the intensity of the anisotropic flare effect.

Isotropic Flare Falloff

Controls the falloff of each RGB component of the isotropic flare effect.

Isotropic Flare Weight

Control the intensity of the isotropic flare effect.

TV Noise & Film Grain

Setting

Effect

TV Noise & Film Grain

Enables a TV Noise and Film Grain effects

Scanlines

Emulates a Scanline Distortion typical of old televisions.
  • Scanline Spreading

How wide the Scanline distortion will be.

Scroll Bug

Emulates sliding typical on old televisions.

Vignetting

Blurred darkening around the screen edges.
  • Vignetting Size

Controls the size of vignette region.
  • Vignetting Strength

Controls the intensity of the vignette.
  • Vignette Flickering

Enables a slight flicker effect on the vignette.

Ghost Flickering

Introduces a blurred flicker to help emulate an old television.

Wavy Distortion

Introduces a Random Wave Flicker to emulate an old television.

Vertical Lines

Introduces random vertical lines to emulate an old television.

Random Splotches

Introduces random splotches typical of old dirty television.

Film Grain

Enables a film grain effect to emulate the graininess in high speed (ISO) film.
  • Grain Amount

The intensity of the film grain effect.
  • Color Amount

The amount of color offset each grain will be allowed to use.
  • Luminance Amount

The amount of offset in luminance each grain will be allowed to use.
  • Grain Size

The size of the film grains.

ReShade

ReShade post-processing are supported. A collection of freely ReShade shaders available online and can be downloaded from https://github.com/crosire/reshade-shaders/tree/master For more information about ReShade visit https://reshade.me/

Setting

Effect

Preset File Path

The path to a preset.init file containing the Reshade preset to use.

Effect Search Directory Path

The path to a directory containing the Reshade files that the preset can reference.

Texture Search Directory Path

The path to a directory containing the Reshade texture files that the preset can reference.