# jMonkeyEngine SDK: Post-Processor Filters

Filters are used for scene-wide effects such as glow, fog, blur. The SDK lets you create a file storing combinations of filters. You can preview the filter settings on a loaded scene in the SDK. You can load them into your application (add them to the viewPort) to activate your preconfigured set of several filters in one step.

## Creating Filters

To create a new filter:

- In the Projects window, right-click Assets???Effects.
- Select File???New File???
- Select Filter???Empty FilterPostProcessor File in the New File Wizard.
  An empty filter file appears in the Assets???Effects directory.
- Double-click the created file.
  The file opens in the FilterExplorer window.

## Editing Filters

To add filters or modify existing filters

1. Double-click a j3f file to open it in the FilterExplorer window.
2. Right-click the j3f file's root node to add a filter.
   Added filters are listed under the filter's root node.
3. Open the Properties window and select a filter in the FilterExplorer. Configure filter options like intensity etc.

View the filter in the SceneComposer to see what you are doing:

## Viewing Filters

To see a loaded filter

1. Open a model or scene in the SceneComposer.
2. Double-click a j3f file to open it in the FilterExplorer window.
3. Press the "show filter" button in the OpenGL window.

## Loading filters in a game

To load a filter in a game (that is, to add it to your game's viewport), add the following lines to your game's simpleInit() method (or some other place):

    FilterPostProcessor processor = (FilterPostProcessor) assetManager.loadAsset("Filters/MyFilter.j3f");
    viewPort.addProcessor(processor);

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