= jMonkeyEngine SDK: Post-Processor Filters
:revnumber: 2.0
:revdate: 2020/07/10
:keywords: documentation, sdk, effect, file


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

[.right]
image::filterexplorer.png[filterexplorer.png,width="",height=""]

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

.  Double-click a j3f file to open it in the FilterExplorer window.
.  Right-click the j3f file's root node to add a filter.
**  Added filters are listed under the filter's root node.
.  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

[.right]
image::p3wuv.png[p3wuv.png,width="",height=""]


To see a loaded filter

.  Open a model or scene in the SceneComposer.
.  Double-click a j3f file to open it in the FilterExplorer window.
.  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):

[source,java]
----
FilterPostProcessor processor = (FilterPostProcessor) assetManager.loadAsset("Filters/MyFilter.j3f");
viewPort.addProcessor(processor);
----
