Open Dusty-Sprinkles opened 2 months ago
Probably a relevant part of the logs:
---> (Inner Exception #0) System.Exception: Bitmap3D magic string not found at the beginning of the stream!
at Elements.Assets.Bitmap3D.Decode (System.IO.Stream stream) [0x00019] in <5c37294489144a5bbbe1f3da92ad10c1>:0
at Elements.Assets.Bitmap3D.Load (System.String file) [0x00007] in <5c37294489144a5bbbe1f3da92ad10c1>:0
at Elements.Assets.VolumeMetadata.GenerateMetadata (System.String file) [0x00000] in <5c37294489144a5bbbe1f3da92ad10c1>:0
at Elements.Assets.AssetMetadataHelper.ComputeMetadata[T] (System.String file) [0x00073] in <5c37294489144a5bbbe1f3da92ad10c1>:0
at FrooxEngine.AssetMetadataManager+<ComputeMetadataIntern>d__13`1[T].MoveNext () [0x00140] in <7b41c5634a2646e4ac41ed80a4ddbeee>:0
--- End of stack trace from previous location where exception was thrown ---
Hmm- based on the exception, it sounds like this issue may be external to Resonite? It sounds like whatever image program you are copying it from treats it directly as image data rather than a LUT and is discarding needed information from the data to properly parse the image as a LUT. I'm not certain if there's anything that can be done here- specifically because either directly importing a LUT file, or importing it while directly copied to the clipboard both work as expected.
If the LUT data that is copied to your clipboard is malformed / missing, I don't think we'd have any way to correct that without the original file / information.
Yeah strangely using the Copy Image function on firefox seemed to work properly, though since chrome is the most popular browser I'm not sure what the solution would be in that case?
At the very least they both import looking the same when they come in as images so maybe it would be worth looking into some importer for LUTs that doesn't require this information that gets randomly stripped if you're using the wrong browser?
I do not know if that would even be possible. Seeking input from @Frooxius.
But if there are some applications that properly preserve the full data, it does sound like issues specific to that software / not something we should need to account for / spend time developing on our end.
I personally think it would be worthwhile, since a solution to that problem would also allow LUTs to be imported from more sources than they can be via clipboard right now, since I can't really even find an image program that lets you copy a valid LUT as a lut without having to save it directly, so its much more common to run into this problem with the current solution than have a working LUT.
To be more clear the things I've tested so far with what would be a valid LUT if just saved as is with no changes and had it fail are:
The one thing I had not fail was Firefox.
This also applies to images copied and pasted into and from Resonite (e.g: the rendered picture of a camera at a resolution of 1024x32) of the correct proportions, but that may be a separate issue
by the way I would like some feedback on whether or not the fact that this applies to images made in Resonite counts as a separate issue @shiftyscales
I'm not certain I understand what you mean, @Dusty-Sprinkles - what do you mean by " This also applies to images copied and pasted into and from Resonite (e.g: the rendered picture of a camera at a resolution of 1024x32) of the correct proportions, but that may be a separate issue" - are you trying to create your own LUTs from within Resonite?
I'm not certain I understand what you mean, @Dusty-Sprinkles - what do you mean by " This also applies to images copied and pasted into and from Resonite (e.g: the rendered picture of a camera at a resolution of 1024x32) of the correct proportions, but that may be a separate issue" - are you trying to create your own LUTs from within Resonite?
Yeah, since a LUT is also valid as up to a 32x32x32 grid represented in 1024x32 (32 cells wide) strip
I figured I should at least be able to copy and paste those into the game as LUTs if I produced them here but I can't do that either
this is using information from the wiki
resrec:///U-Venport/R-61ddb093-8439-4a9a-9367-bf84fa7e4139 is what I used to make strips ingame, but its a very basic object that just makes screenshots of the approperiate resolution since you can't use them directly ingame because of this bug
I would consider creating LUTs from within Resonite itself to be a separate issue / feature request, yes.
Describe the bug?
Earlier today I was trying to import a rickroll LUT because it sounded like a funny idea, and I assumed it would allow pasting from clipboard like any other image, however any LUT I tried would fail to load no matter what.
To Reproduce
Expected behavior
The lut sucessfully imports even when pasted from clipboard
Screenshots
the result if the instructions are followed what the LUT should look like, and if you download the file and drop it into the game
Resonite Version Number
2024.9.12.772
What Platforms does this occur on?
Windows
What headset if any do you use?
Index
Log Files
LUT import fail.log
Additional Context
This will not happen if you copy the file on your computer, but if you copy images from editing programs and such that will happen too which makes it tedious to mess with LUTs
Reporters
Venport/dustysprinkles