SceneCapture2D capturing different scene than player camera

So I tried that, but then I still see a different result because the mesh in the world is sent through the post processing filters of the primary view. I also tried making the material it renders with part of the post process phase so it skips those transformations but then it looks similar (slightly worse) to how it does in the texture editor.

I also tried rendering it as a HUD texture but in the HUD it looks identical to the texture editor.

I wasn’t aware there was a color-space difference between the screen and RenderTargets… Do you know where the color space is applied in code? Maybe I can re-apply the same transformations in the scene capturer?