Unreal post Process look different in render

Hello, I’m trying to use a post process to make my character look like a negative effect, but in the final render it looks completely different and overexposed.
I’m using a simple post process shader set to After Tonemapping.

From the looks I would say the shader is fine, but the exposure changes.

Did you set a different exposure on the camera you use for the rendering as opposed to the viewport? Are priorities and size set correctly in your post process volumes?

i have set the exposure manually in my PP