# Generate MipMaps for PostProcessInput0

**URL:** <https://forums.unrealengine.com/t/generate-mipmaps-for-postprocessinput0/358288>\
**Category:** Rendering\
**Tags:** Post-Processing, mipmap, unreal-engine, blur, Rendering, Shaders, question\
**Created:** [May 23, 2016, 10:00am UTC](https://forums.unrealengine.com/t/generate-mipmaps-for-postprocessinput0/358288 "2016-05-23T10:00:25Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![PanDenat](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PanDenat](https://forums.unrealengine.com/u/PanDenat)\
**Post date:** [May 23, 2016, 10:00am UTC](https://forums.unrealengine.com/t/generate-mipmaps-for-postprocessinput0/358288/1 "2016-05-23T10:00:25Z")

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I would love to use mipmap levels for fullscreen adjustable blur postprocess material. Is it possible to create/access such mip maps?

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**Author:** ![Mr.Jozin](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mr.jozin/32/1137120_2.png) [@Mr.Jozin](https://forums.unrealengine.com/u/Mr.Jozin)\
**Post date:** [November 10, 2020, 4:33pm UTC](https://forums.unrealengine.com/t/generate-mipmaps-for-postprocessinput0/358288/2 "2020-11-10T16:33:03Z")

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I believe there is only one option - copy to some render target who supports mip autogeneration, I’m also curious - can we enable if it is right there - some project/engine setting?
