# Selective bloom not working

**URL:** <https://discourse.threejs.org/t/selective-bloom-not-working/63350>\
**Category:** Questions\
**Tags:** selective-bloom, postprocessing\
**Created:** [March 28, 2024, 7:42am UTC](https://discourse.threejs.org/t/selective-bloom-not-working/63350 "2024-03-28T07:42:42Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![donmccurdy](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/donmccurdy/32/33209_2.png) [@donmccurdy](https://discourse.threejs.org/u/donmccurdy)\
**Post date:** [March 28, 2024, 2:46pm UTC](https://discourse.threejs.org/t/selective-bloom-not-working/63350/4 "2024-03-28T14:46:12Z")

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This is a different approach, but also see:

> [@How to render a scene with 2 different UnrealBloom effects applied on2 different Object3D?](https://discourse.threejs.org/t/how-to-render-a-scene-with-2-different-unrealbloom-effects-applied-on2-different-object3d/63239/2):
>
> Bloom is a screen-space effect — trying to apply it per-object is going to be a lot of trouble, particularly with a threshold of 0. Instead of two passes with different strengths, consider making these materials (much) brighter … material1.color.setRGB( 1000, 0, 0 ); material2.color.setRGB( 0, 500, 0 ); … then use a single bloom pass and set the threshold to something larger than one. The goal here is to choose color intensities and a threshold high enough that non-emissive objects (even if th…

My feeling is that getting your “emissive” objects and bloom threshold above the 0–1 range is generally a better approach, and avoids the need for manual selectivity.

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