Nope. Only image layer paths can be changed in simple presets.
The preset will load, but the LUT is used in an early pass (Using the default reference.) so the change will not have an effect.
If you want to change a LUT you will have to save a full (Not simple) preset.
I expect a few changes to the shader soon, so now would not be a good time to do this, unless you want to never update the shader.
So I would not go this direction because it encourages users to edit the base presets which they should not do because their work will be overwritten whenever the Mega Bezel gets updated.
What could be possible for someone who wants to test things is to use my tools inside my git repo that I use to assemble the base presets presets to generate a new test preset. Perhaps with extra stock passes that you can change the paths.
The tools are in the github repo (it is not included in the releases). You can find them in Mega_Bezel/tools
Here’s a post about it, some info may be a bit outdated. If you want to ask questions about it, it would be good to do so on that thread.
Check the guest settings they have may have controls for the LUT size. I’m pretty sure there is some way to use different sizes.
Wasn’t someone, within the last year, creating a crazy hybrid preset with all your default images in local paths, just to change a single LUT and survive an update?
I don’t remember a simple preset being offered as an alternative.
Yeah they made the paths local to their Mega_Bezel_Pack so the images would be independent from new Mega Bezel releases. I’m pretty sure all the presets ended up as simple presets.
Maybe I’m expecting too much of a change. As important as people seem to treat these LUTs, I assumed making some drastic change to them would show an obvious difference.
ah.
The reason I remade it to 32 is that the SGB LUT and BNES LUT can’t be applied to both (the sizes are different), so I remade the SGB LUT to 32 and used the BNES LUT and Photoshop in some way I was thinking of blending.
I don’t think MegaBezel can use two LUTs at the same time, so I came up with this idea.
So in the end, I thought it would be safer to just load the SGB LUT without the MegaBezel, then apply the BNES LUT shader over it, capture it and extract the color.
Yeah, and they are available for more than the Guest Advanced versions, everything which has the afterglow implemented will have it, which is everything except the passthrough, and possibly the Potato, which makes me think that it should probably be there too since it’s color correction.