Post-Processing

29 GPU-accelerated visual effects for 360° renders

Last updated: 2026-07-15

Post-Processing

Overview

Apply 29 GPU-accelerated visual effects to your 360° renders. Effects run as "hooks" at different stages of the rendering pipeline, giving you full creative control over the final look of your images.

Post-processing is available to all license holders (Standard and Pro).

How It Works

Effects are organized as a chain — they execute in order, each receiving the output of the previous effect. You can: - Drag to reorder effects in the chain - Solo an effect to preview it in isolation - Mute effects to temporarily disable them - Copy/paste effect configurations between renders

Pipeline Stages

Effects can run at 4 different stages: - PRE_RENDER — Before any AI processing (modify the input) - PRE_TILE — Before each tile is processed (per-tile adjustments) - POST_TILE — After each tile is processed (per-tile cleanup) - POST_RENDER — After final stitching (global adjustments)

Most effects run at POST_RENDER (applied to the final stitched panorama).

Color & Tone (6 effects)

Gradient Map

Map any part of your image — or a depth channel (generated or imported) — through a color gradient. This is the effect behind fog, haze, underwater light, and false-color depth readouts. It has its own section below: Gradient Map in depth.

ACES Tonemap

Industry-standard Academy Color Encoding System tonemapping. Maps HDR values to display range with filmic response curve. Controls: exposure, highlight compression, shadow lift.

Color LUT

Apply professional color lookup tables (3D LUTs) for instant color grading. Import .cube LUT files or use built-in presets. Supports standard 33-point and 65-point 3D LUT formats.

Channel Mixer

Per-channel color adjustment. Independently control red, green, and blue channel contributions. Create cross-processed looks, custom color shifts, or targeted channel corrections.

HSL Adjustment

Hue, Saturation, and Lightness control. Adjust overall or per-color-range. Fine-tune specific color ranges without affecting others.

Split Toning

Apply different color tints to shadows and highlights independently. Classic film technique for mood and atmosphere. Controls: shadow hue/saturation, highlight hue/saturation, balance point.

Detail & Enhancement (6 effects)

Unsharp Mask

Professional sharpening via unsharp masking. Controls: amount, radius, threshold. Essential for ensuring crisp detail in large panoramic images.

Detail Enhance

Amplify texture and micro-detail. More aggressive than unsharp mask — reveals hidden texture information. Controls: strength, scale, threshold.

Edge Preserve

Selective sharpening that enhances edges while preserving smooth areas. Prevents the noise amplification that standard sharpening causes.

Kuwahara Filter

Oil-painting effect using the Kuwahara filter algorithm. Produces painterly, impressionistic results while preserving edges. Controls: kernel size, sharpness. Beautiful for artistic panoramas.

Frequency Separation

Separates luminance detail from color information. Process texture and color independently — professional retouching technique adapted for panoramic images.

Real-ESRGAN Detail

AI-powered detail enhancement using the Real-ESRGAN neural network. Enhances textures and recovers detail without traditional sharpening artifacts. GPU-accelerated, runs as a post-processing hook.

Denoise & Restoration (4 effects)

Bilateral Denoise

Edge-preserving denoising that smooths noise while keeping sharp edges intact. Controls: spatial sigma, range sigma. Great for cleaning up noisy diffusion output.

Denoise + Regrain

Two-step process: denoise the image, then add controlled film grain back. Produces clean images with organic texture instead of digital smoothness.

Guided Filter

Structure-preserving smoothing based on a guidance image. Maintains edges and structure while smoothing textures. Professional-grade noise reduction.

Procedural Noise

Add controlled noise patterns for texture. Useful for breaking up banding artifacts, adding organic texture to smooth gradients, or creating specific visual effects.

Film & Aesthetic (5 effects)

Film Grain

Simulate classic film stock grain. Controls: grain amount, grain size, color vs. luminance grain ratio. Multiple film stock presets available.

Chromatic Grain

Combined chromatic aberration and film grain for authentic analog looks. Each color channel gets independent grain, producing the color fringing typical of real film.

Chromatic Aberration

Light dispersion effect — color channels shift slightly, creating rainbow fringing at high-contrast edges. Controls: shift amount, direction (radial/lateral).

Halation

Film halation (light bloom around bright areas). Simulates how film emulsion scatters light, creating warm glows around highlights. Controls: threshold, radius, color tint.

Bloom

Glowing highlights effect. Bright areas of the image emit soft light that bleeds into surrounding areas. Controls: threshold, intensity, radius, color temperature.

Advanced Processing (4 effects)

CLAHE

Contrast-Limited Adaptive Histogram Equalization. Enhances local contrast throughout the image. Excellent for bringing out detail in both shadows and highlights simultaneously. Controls: clip limit, tile size.

Stylization

Cartoon and posterization effects. Reduce the image to flat color regions with emphasized edges. Controls: edge strength, color quantization levels, smoothing.

Reaction-Diffusion

Generate Turing patterns (spots, stripes, labyrinths) as an overlay. The same algorithm as the Seed Canvas generator, applied as a post-processing texture effect.

Sensor Noise

Simulate realistic digital camera sensor noise. More sophisticated than simple Gaussian noise — models photon shot noise, read noise, and fixed pattern noise for photographic authenticity.

Dithering & Quantization (4 effects)

Blue Noise Dither

Perceptually optimized dithering using blue noise distribution. Reduces banding in smooth gradients while remaining visually imperceptible. Better than random dithering for photographic images.

Turing Dither

Advanced dithering based on reaction-diffusion patterns. Creates organic, flowing dither patterns instead of mechanical dot patterns.

Turing Texture

Texture synthesis using Turing reaction-diffusion. Creates organic surface textures (spots, stripes, coral-like patterns) overlaid on the image.

Noise Toolkit

Comprehensive noise generation toolbox. Multiple noise types (Gaussian, uniform, salt-and-pepper, Poisson) with per-channel control and masking options.

Gradient Map in depth

Every other effect reads the image and changes the image. Gradient Map is different: you choose what drives it, and that driver can be something other than the picture itself. Point it at a depth channel and color becomes a function of distance — which is all fog really is. Point it at brightness instead and you get a duotone. Same effect, one setting apart.

Gradient Map runs after the panorama is stitched, so it always sees the whole 360° image at once. Depth for these looks comes from a channel you generate or import — not from ControlNet Auto.

Pick a driver

The Driver menu at the top of the card has two sections:

  • Image — Luminance (overall brightness), or the Red, Green, Blue, or Alpha channel on its own. These always work, on any render.
  • Channels — any channel on the render, shown with a thumbnail. A depth map is the usual one.

Whatever you pick is read as a value from 0 to 1 at every pixel, and that value looks up a color in your gradient. With a depth driver, 0 is nearest and 1 is farthest.

Presets

Ten presets ship with the app. Pick one from the menu on the effect card, then adjust from there — the menu switches to Custom as soon as you change anything.

Nine of them are driven by depth and need a depth map attached to the render:

Preset What it looks like
Fog White that fades in with distance. Near objects untouched, far ones washed out.
Deep Fog A much heavier Fog — distant objects disappear almost entirely.
Haze A gentle cool blue-grey wash. Subtler and flatter than Fog.
Sunset Fog Warm haze ramping through burnt orange into pink at the horizon.
Night Distance darkens toward near-black blue. The near field stays lit.
Underwater Teal close up, sinking to near-black as it recedes.
Aerial Perspective A restrained warm-near, cool-far color shift. A tint with distance rather than a fog.
Color Bands Eight posterized contour bands — a topographic, elevation-map look.
False Color A scientific purple → blue → green → yellow → red depth readout. Replaces the image entirely. Useful for checking a depth map.

One works on any image, with no channel needed:

Preset What it looks like
Duotone Recolors the image's tonal range — deep navy in the shadows, warm cream in the highlights — keeping the original contrast and detail.

Edit the gradient

The gradient bar sits on the effect card, drawn over a checkerboard so you can see through the transparent parts.

  • Add a stop — click anywhere on the bar. The new stop takes the color already there, so nothing jumps.
  • Move a stop — drag its handle, or focus it and use the arrow keys (hold Shift for bigger steps, Home and End for the ends). The Position field takes an exact percentage.
  • Delete a stop — select it and press Delete, or use Remove stop. A gradient always keeps at least two.
  • Coverage — each stop's own opacity. This is how fog works: 0% coverage leaves the image untouched, 100% fully replaces it. The Fog preset is a single white color ramping from 0% coverage up close to 100% in the distance.
  • Reverse — flips the whole gradient end to end.

A gradient holds between 2 and 16 stops.

Shape the ramp

Curve controls how quickly the gradient moves through its colors:

  • Linear — an even ramp.
  • Exponential — colors arrive fast, then plateau. The Density slider (0.1–8) sets how fast. This is what makes fog look like fog; real atmosphere isn't linear.
  • Bands — hard steps instead of a smooth blend. Steps (2–16) sets how many. This is what Color Bands uses.

Near / Far (depth drivers) or Black / White (image drivers) trim the input range, so you can spend the whole gradient on just the part of the range you care about — for example, pulling Near up so the fog only starts beyond the middle distance.

Finally, Blend (Normal, Screen, Multiply, Overlay, Soft Light) and Opacity control how the result is combined with the image. Fog screens; Night and Underwater multiply; Duotone uses soft light.

If there's no depth map

Gradient Map is honest about this rather than guessing. If the driver is a channel that isn't there, the effect does nothing at all — your render comes out untouched, and it will not silently fall back to brightness.

The effect card tells you, with a "No depth map on this render" badge and a Use Luminance button that switches the driver to an image source in one click. You can also generate depth on the node from the Graph tab (or the empty-state affordance where offered). Nothing changes at render time on its own; the choice stays yours.

A shortcut worth knowing

When you add Gradient Map to a render that already has a depth map attached, it lands on the Fog preset, ready to go. On a render with no depth map, it lands on Duotone — an effect you can actually see immediately. Either way you can change the preset straight away.

Using Post-Processing

  1. Open the Post Process tab in the configuration panel
  2. Browse available effects by category
  3. Click an effect to add it to your chain
  4. Adjust parameters in the effect panel
  5. Preview the effect in real-time
  6. Reorder, solo, or mute effects as needed
  7. Effects are saved with your render configuration

The Effect Preview Gallery shows baked CDN sample previews of each post-process effect, giving you a visual reference before you add an effect to your chain.

  • Hover over a preview to see the "before" — release to see the "after" (scrub interaction)
  • Each effect card shows a name, thumbnail preview, and brief description
  • Effects are organized by category (color, detail, film, etc.)
  • "Generate from my tile" button lets users see effects on their own image

Tips

  • Start with subtle settings — post-processing is cumulative
  • Use Solo mode to preview one effect in isolation
  • ACES Tonemap + Film Grain is a classic cinematic combination
  • Unsharp Mask after diffusion helps compensate for softness
  • Color LUT is the fastest way to achieve a specific mood
  • CLAHE is invaluable for images with extreme dynamic range
  • The Post Process passthrough processor lets you apply effects without any AI diffusion — useful for enhancing existing images
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