Glared - Light Fx And Flare In Blender
No, Glared can only work with Blender 3.5 and later versions. This is because it relies on the real-time compositor, which was developed starting from Blender 3.5.
This happens only during the first two weeks of Glared's launch: during these two weeks, all Flared owners will have a coupon available to obtain Glared as well. After 15 days, Glared will have to be purchased normally from the store.
Yes, by purchasing Glared 1.x, you will be entitled to all future updates released for Glared 1.x. You will also be entitled to all the free support we can offer you for any needs or difficulties you may encounter while using Glared.
No, Glared can work on its own as a standalone add-on. In case you also have Flared, the two add-ons will integrate into a single tab, that of Flared, for convenience. At the moment there is a known incompatibility with Glared and Flared, when using the function to force the render of the flares in Eevee.
Yes, currently some complex node trees can cause difficulties for
Glared. We are working to better understand and isolate the problem.
Additionally, relying solely on the final render, sometimes the
configurable threshold may not be sensitive enough to detect lights that
are too weak. In these cases, it will be necessary to manually modify
the Nodegroup. We plan to release specific videos on how to modify the Nodegroup as soon as possible. Since the Realtime Compositor in Blender is a newly added feature, it is
possible that Blender will continue to improve it in the future.
Currently, it is necessary to perform certain steps in order to have a
preview that is as similar as possible to the final render. However,
sometimes the preview may differ from the final render. At the moment there is a known incompatibility with Glared and Flared, only when using the function to force the render of the flares in Eevee (in this case, the viewport shows a mismatched preview).
Unfortunately no, some of the effects applied by Glared are morphological, they deform the scene, and therefore it is not possible to separate these effects from the scene itself. Perhaps in the future we will be able to separate the light effects so that they can be rendered separately for subsequent compositing.
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