1.2
Compatibility
Changes
Lumarit 1.2
Changes since 1.1.
New
Weather
Rain on the lens.
Stand in the rain under open sky and water gathers on the camera’s front glass: beads that land and dry, and heavier drops that run down leaving a trail. Each drop bends and blurs the view behind it. Coming up out of water leaves the lens streaming. Materials & Reflections → Rain Wetness → Rain on the Lens, Lens Drop Size.
Rain on glass.
Raindrops bead and run down glass blocks and panes under open sky, showing through the glass’s own refraction and reflection. Roof glass only beads. Materials & Reflections → Rain Wetness → Rain on Glass.
Rainbow after the rain.
When a rain eases off with the sun out, a rainbow appears opposite the sun, with a fainter, reversed second bow outside it. It stays full for about 40 seconds and fades over about two and a half minutes. Like a real one, it only shows where rain falls and while the sun is lower than 42°. Sky → Rainbow, Rainbow Brightness.
Lightning flash.
A strike lights the sky, the clouds, the fog and everything under open sky with a flickering blue-white flash, weaker the farther away the bolt is. Sky → Lightning Flash, Lightning Brightness. World
Waving plants.
Grass, flowers, crops, saplings and leaves sway in the wind. Gusts roll across fields, rain makes the wind blow harder, and plants in caves stay still. Shadows sway with the plants, and two-block plants (tall grass, sunflowers, lilacs...) bend as one piece. Sky → Waving Plants, Wind Strength.
Heat haze over lava.
Hot air shimmers up to three blocks above lava. Needs Coloured Block Light. Sky → Heat Haze, Heat Haze Strength.
The Nether has its own look.
No sky: no sun, moon, stars, clouds or lens flare. Every surface gets an ambient light tinted by the biome (crimson red, warped purple, soul sand valley teal) and by the lava-lit air. Smoky haze fills the caverns in slow drifting banks, thickens toward the lava sea, and glows around lava, fire and lamps. Sky → Nether Ambient Light, Nether Haze, Nether Haze Glow.
Camera
Night Vision works again.
Under the shader, the Night Vision effect used to do nothing. Exposure → Night Vision has two modes: Brighter (default) lifts the picture, and Goggles shows the same lift through a green phosphor night-vision tube with live noise. Night Vision Brightness sets the lift, 0.5 to 2 EV (default 1.5).
Five colour looks.
Post Processing → Colour Grading → Look: Colour Pop (default, unchanged), Classic, Chrome, Contemporary and Mono HC (black and white). Classic is strong; try LUT Strength 0.5.
Changed
Puddles and wet ground linger after the rain.
The ground dries over a few minutes, so puddles shrink from their edges instead of vanishing the moment the rain stops. Raindrop ripples still stop with the rain.
Film simulation removed.
The film stock emulation and its screen are gone. Film Grain and Grain Size remain, now on the Colour Grading screen, off by default. On Mono HC the grain is black and white. The LUT option is now called Colour Look (LUT).
Notes
Film Simulation settings saved by older versions are ignored. Wind and rainbow strength are first tunings; both have sliders.


