Good time!
Faced a problem, I can not find a solution.
I have never come across this before. With great difficulty, I was able to complete the project with different results between the viewport and the rendering result.
Hey
Faced the same problem, I think I solved the problem by setting the camera tonemapper to Linear with a value of 1, unchecking Auto Brightness and using Blender's tonemapping settings instead, just as Charles did in his Food scene.
I don't know if this is the most correct workflow as I'm pretty new to LuxCore.
Hope this helps
Then I have no clue about what might be going on.
Just to illustrate my point here's a screenshot of my own viewport using the settings I mentionned.
Unless my eyes are fooling me everything seems to be in order.
Btw I'm using version 2.1 alpha 4
Not sure about what I did
I messed around with the layers, changed the color management according to what's on the screenshot
At first I had the same problem as you do, but everything went fine in the end.
Your cameras may be overlapping, I really can't tell actually as I am a total newbie to LuxCore.
You may want to reset your layers or cameras to default settings.
Sorry for that, I meant that there might have been one camera with some settings active in the viewport, and another one in the same place to be used in the render view. One camera renders the viewport, and the other one renders the render view.
But if this seems irrelevant to you as stated in the previous post, I really have no clue about what went wrong hehe
Very nice of you for posting the scene.
Took a quick look and it seems either there's a bug(?) with Area Lamp > "Visible to Camera" doesn't work!
or, as it goes for many other unbiased & physically correct render engines: One cannot make emitter invisible & still cast light - it's either VISIBLE (& emitting light) or INVISIBLE (not emitting light).
At the moment, I'm not really sure how this behaves with lux Area lights... and sorry - no time at disposal
hopefully someone knowledgeable will chime in.