Bloom conflicting with PSSM

when I use the following code, the dice in the scene create motion trail, as i move around.But if I just comment out the PSSM part, things turn back to normal.What can i do to get both of them working?

[java] PssmShadowRenderer pssmRenderer = new PssmShadowRenderer(assetManager,1024,4,PssmShadowRenderer.EDGE_FILTERING_PCF);

pssmRenderer.setPcfFilter(PssmShadowRenderer.FILTERING.PCF16X16); // 4×4

pssmRenderer.setEdgesThickness(5);

pssmRenderer.setDirection(new Vector3f(-0.13634f, -0.50997186f, 0.84931684f));

viewPort.addProcessor(pssmRenderer);



FilterPostProcessor fpp=new FilterPostProcessor(assetManager);



Spatial dice = assetManager.loadModel(“Models/items/dice.j3o”);

Material mat = new Material(getAssetManager(), “Common/MatDefs/Misc/SolidColor.j3md”);

mat.setColor(“m_Color”, ColorRGBA.Yellow);

mat.setColor(“m_GlowColor”, ColorRGBA.Blue);

dice.setMaterial(mat);

rootNode.attachChild(dice);

BloomFilter bloomfilter=new BloomFilter(BloomFilter.GlowMode.Objects);

bloomfilter.setBlurScale(4.0f);

bloomfilter.setExposurePower(7.2f);

bloomfilter.setExposureCutOff(0.79f);

bloomfilter.setBloomIntensity(0.4f);

fpp.addFilter(bloomfilter);[/java]





Is it possible to use CartoonEdgeFilter for a particular object in the scene?

Mhh…There might be an issue indeed, i’m gonna look into it



You can’t apply cartoonEdgeFilter to only one object in the scene.



Is that normal or is there also a problem with the shadows in your screen shot?

The issue is solved. :slight_smile:



I brought up SSAO before bloom and the trail was gone.



yeh, its a shadow from a castle behind.

oh ok…good to hear…

Yhea ordering filters is not really obvious…



By the way the screen shot looks good!

Did you bake the ambient occlusion into the rabbit texture or is it only ssao+ shadows from the engine?

yes, its only ssao, and pssm, and the settings are what u gave me in an earlier test.



i will post a video soon :slight_smile: