I have been using config-template-card and picture-elements as described in this post for quite a long time, and everything worked properly.
However, since I upgraded to HA 2021.9, every time a sensor changes and it triggers a redraw of an entity listed in the config-template-card list, the whole card is re-rendered from scratch, resulting in a slow and annoying flickering of the whole image.
Has anybody experienced anything similar? Any possible fix or workaround?
Yes I am getting the same thing just in the last few days, My fault for upgrading HA I guess
Haven’t had a chance to look into it yet, but I’ll let you know if I find anything. If anyone else has a solution that would also be Swell!
The Hue filter is not working for me. The brightness works fine, but if I change my lamp colour it doesn’t reflect on the floorplan. Tried both code, this is the one with saturation. Any clue?
Cutting and pasting the hue code worked for me.
One additional thing I needed to do was to render the hue lighting overlay with a red light instead of white. In the picture below the left render doesn’t work. The right render works well.
I’ve been using red lights for rendering and hue-rotate + opacity + mix-blend-mode=lighten to get the proper color in HA, it does work quite nicely, however if I turn down the saturation (ie. make the light white/whitish) all the colors (of furnitures, etc.) tend to disappear and I got a grey/greyish picture (that is different both from reality and also from what SweetHome 3D would render with a white light).
For me if I used anything other than red lights, the colors were washed out. For colored lights (hue-rotate + opacity + mix-blend-mode=lighten), I render with a red light source in SweerHome 3D. For other lights (opacity + mix-blend-mode=lighten), I render with a halogen light source in SweetHome 3D. This seems to work really well. When you read the documentation on the hue-rotate function, red is at 0 degrees so it seems to make scene.
Most of the time, I use my colored lights as white rights (ie. low saturation), so I ended up rendering each light first with a red light source and then with a white light source and then taking into account the saturation in the filter/opacity templates… a bit complex, maybe, but it seems to produce the expected result.