Hello everyone,
I’m encountering an issue where after adding a pc.CameraFrame
and associating it with the camera, the scene appears much brighter.
I’m using Editor v2 and PlayCanvas v2.x. There is a script in the root that adds the target frame or render pass, or whatever it’s called, to the camera.
The default camera is set to TONEMAP_LINEAR and GAMMA 1.0.
The idea is to apply Bloom, SSAO, and TAA. I’ve seen in several examples that the approach is as follows:
javascript
`this.cameraFrame = new pc.CameraFrame(this.app, `this.camera.camera);
this.cameraFrame.rendering.samples = 4;
this.cameraFrame.rendering.toneMapping = pc.TONEMAP_LINEAR;
this.cameraFrame.bloom.enabled = false;
this.cameraFrame.bloom.intensity = 0.05;
this.cameraFrame.bloom.blurLevel = 7;
this.cameraFrame.vignette.inner = 0.5;
this.cameraFrame.vignette.outer = 1;
this.cameraFrame.vignette.curvature = 0.5;
this.cameraFrame.vignette.intensity = 0.5;
this.cameraFrame.taa.enabled = true;
this.cameraFrame.taa.jitter = 1;
this.cameraFrame.rendering.sharpness = 1;
//this.cameraFrame.debug = "scene";
this.cameraFrame.update();`
This works fine, but it makes everything look too bright, even when I just include this line:
javascript
this.cameraFrame = new pc.CameraFrame(this.app, this.camera.camera);
Without adding anything else (bloom, etc.).
I’ve attached two images, and the brighter one is obviously the one with the added camera target/render pass or whatever it’s called.
I tried reducing the exposure, but the scene looks more washed out and way too bright, which isn’t ideal (in my opinion).
So my questions are:
- What is the correct and most optimal way to set up cameras with the new v2.x version to avoid the scenes looking overexposed? I prefer using Gamma 1.0 and Linear, and don’t need more brightness.
- Is it better now to use these render passes, or is post-processing still preferred (as it was done before) for effects like Bloom and SSAO?
Thanks a lot for any help!