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Library module Just to make sure...

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Premium Cloud Member
Jan 13, 2016
Las Cruces, NM
Lightroom Experience
Lightroom Version
Lightroom Version Number
Lightroom Classic version: 8.0 [ 1193777 ] License: Creative Cloud Language setting: en-US Operating system: Mac OS 10 Version: 10.14.1 [18B75] Application architecture: x64 Logical processor count: 8 Processor speed: 4.0 GHz Built-in memory: 32,768.0 MB Real memory available to Lightroom: 32,768.0 MB Real memory used by Lightroom: 7,002.0 MB (21.3%) Virtual memory used by Lightroom: 11,323.0 MB Memory cache size: 2,388.5MB Internal Camera Raw revision: 61 Maximum thread count used by Camera Raw: 5 Camera Raw SIMD optimization: SSE2,AVX,AVX2 Camera Raw virtual memory: 1114MB / 16383MB (6%) Camera Raw real memory: 1119MB / 32768MB (3%) Displays: 1) 5120x2880, 2) 3840x2160 Graphics Processor Info: Metal: AMD Radeon R9 M390 Application folder: /Applications/Adobe Lightroom Classic CC Library Path: /Users/iMacCat/Pictures/LR/2016Studio3-2.lrcat Settings Folder: /Users/iMacCat/Library/Application Support/Adobe/Lightroom Installed Plugins: 1) AdobeStock 2) Athentech Perfect Exposure 3) Facebook 4) Focus Mask 5) HDR Efex Pro 2 6) Nikon Tether Plugin 7) ON1 Effects 10 8) ON1 Enhance 10 9) ON1 Photo 10 10) ON1 Portrait 10 11) SmugMug Config.lua flags: None AudioDeviceIOBlockSize: 512 AudioDeviceName: Built-in Output AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 44100 Build: 12.1x4 CoreImage: true GL_ACCUM_ALPHA_BITS: 0 GL_ACCUM_BLUE_BITS: 0 GL_ACCUM_GREEN_BITS: 0 GL_ACCUM_RED_BITS: 0 GL_ALPHA_BITS: 8 GL_BLUE_BITS: 8 GL_DEPTH_BITS: 24 GL_GREEN_BITS: 8 GL_MAX_3D_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS: 8 GL_MAX_VIEWPORT_DIMS: 16384,16384 GL_RED_BITS: 8 GL_RENDERER: AMD Radeon R9 M390 OpenGL Engine GL_SHADING_LANGUAGE_VERSION: 1.20 GL_STENCIL_BITS: 8 GL_VENDOR: ATI Technologies Inc. GL_VERSION: 2.1 ATI-2.2.8 OGLEnabled: true GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
Operating System
  1. macOS 10.14 Mojave
Am I stating it correctly that the edits will stay in place when I remove the folder from the catalog? Not deleting, just removing will keep all the edits?

Screen Shot 2018-12-06 at 10.47.41 AM.png
Holy C... Thank you for the information. I swear, having been a beta tester since the first ever Lightroom way back in the days, there are still things that I don't grasp. I know I once lost a folder with 60.000 images, without really knowing what happened, I am sure it was one of those blank moments of Lightroom. Thanks, so you are sure that if I export into a new catalog it will keep the edits... ?
All edits are in the catalog. If you're writing XMP sidecar files for raw images, most of the information will be there as well.
If you're going to export a selected group of images along with their edits to a separate catalog, you may want to think about just keeping them in your current catalog. You're not going to save any space splitting the catalog into two.
[QUOTE You're not going to save any space splitting the catalog into two.[/QUOTE]

Thanks Dave, Will just do that. It 's better to have one catalog (Have some 400.000 images in it). Culling big time anyway, but I wanted to make sure I kept the edits... Thanks for your help. I can take it from here! You rock...
If you write your Metadata to disk Ctrl S or CMD in LR you can then remove folders from LR but save changes to disk first this will generate Sidecars with your edits to the pictures.
you can check this by revealing folder and looking for the xmp files might need to change settings to show hidden files first to see them.
I would consider Daves suggestion. It seems to me that if your edits are important enough to keep then keeping them in an archive catalog makes better sense than just keeping the files with any develop metadata. This is a strategy that is explained by Peter Krogh in his excellent multi-media ebook multi-catalog-workflow-for-lightroom-6.

Just my 2 cents.

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