Emissive light and Tonemapper

Hello! Could anyone please explain how can I achieve effect from the screen 2 while currently I am only able to get effect from screen 1? I would love to get rid of that white part.

If I add Opacity of 0.5 and do r.TonemapperFilm 0, then it will become like this.

245919--result.png

Question is: Is it possible to get such result without turning off the entire Film Tonemapper? Or maybe it is possible to make only specific objects ignore tonemapping?

I don’t think this is possible.
Use a quad with alpha map instead.

Whatever I do, I still get the same result :frowning:

I mean, objects with an Emissive greater than 1 will of course be overexposed.
So if you want a bloom that is not overexposed and has a large scope, then you must make a fake.
Using a texture that always faces the camera is a good choice. Look at the bloom of the chandelier in Soul:City as a reference.

just a camera facing particle

Can u explain more about fake bloom plz :))

This is another good example of what I am trying to achieve. The glowing mesh is invisible (it is not hidden in weapon) but the emission itself is rendered.

262176-image-58269.jpg