Chameleon Post Process

In following days, yes! (Marketplace submission approval takes some time)

Chameleon V6.0 has been submitted to Marketplace and currently in review by Epic staff. Here’s a changelog of this update:

  • New effect : Snow
  • New effect : Kaleidescope
  • New effect : Letterboxing
  • New effect : 2D Transform
  • New effect : World Splash
  • New feature : Unbound option
  • New feature : Editor gizmo and icon component for Chameleon actor
  • New feature : Front-end effect priority settings through the details editor window
  • New Recipe : CR_Fire
  • Sharpen is now after tonemapping for better output quality
  • Animation Speed field has been added to Drawing effect
  • Radial Blur Mask field has been added to Radial Blur effect
  • Splashes Amount field has been added to Screen Drops effect
  • Splashes Intensity field has been added to Screen Drops effect
  • Splashes Tiling field has been added to Screen Drops effect
  • Bump field has been added to Screen Drops effect
  • Layer 1 Noise field has been added to Screen Drops effect
  • Layer 2 Noise field has been added to Screen Drops effect
  • Layer 3 Noise field has been added to Screen Drops effect
  • Diffuse Intensity field has been added to Screen Drops effect
  • Diffuse Color field has been added to Screen Drops effect
  • New default values for Screen Drops effect
  • Use Diffuse Buffer field has been added to Toon Shading effect
  • Tint field has been added to Screen Damage effect
  • Screen Damage effect is now covering the entire screen correctly
  • Magic Transitions effect is now covering the entire screen correctly
  • Pulse effect now has correct distortion parameters
  • Near Multiply field of the Distance Fog effect was renamed as Near Color
  • Fog Color field of the Distance Fog effect was renamed as Far Color
  • Distance Fog effect was recreated from scratch.
  • New default values for Distance Fog effect
  • Scaling algorithm has been changed for the Screen Decals effect
  • Screen Decals effect is now using the screen aligned UV for positioning the decals (0-1)
  • Slot 1 - Rotation field has been added to Screen Decals effect
  • Slot 2 - Rotation field has been added to Screen Decals effect
  • Slot 3 - Rotation field has been added to Screen Decals effect
  • Slot 4 - Rotation field has been added to Screen Decals effect
  • Blocking feature of the Glitch effect has been fixed.
  • Assets’ names refactored to meet Unreal Engine 4 official guidelines

wow, impressive update !
cant wait to play with it :wink:
thx for the good work !!

That was fast! Chameleon V6.0 is now available.

I got the new update and it is awesome! One problem I am having is with the Chameleon volume. I uncheck the “Unbound” box and everything works as expected when I am editing my work but if I go and play within my level then everything is affected. For example, if I turn on screen drops and uncheck the “unbound” box then the screen drops are only bound to that Chameleon volume when I am working within the editor. Yet if I go and play within the editor, then the screen drops start right away and are no longer bound to the Chameleon volume (Also, my player start is not in the Chameleon volume at the start of the level). Am I doing something wrong?

Thanks!

Edit: I just checked and the same thing above also applies to the “Recipes”

Sorry to hear that… I’ll test it and share the results. Just give me a day or so.

Hi,

I’ve tested this on my end and it worked as desired. Can you please try the same thing in the blank new project?

@ I was wondering how you’d go about doing this kind of effect with Chameleon? https://80lv-cdn.xsolla.com/80.lv/uploads/2016/11/Blendable.jpg

I have done similar kind of effects (Drawing/Painting) in the past with Chameleon and included them as “Recipes” in Package. The example you show however, needs a little bit more than those. I think it’s possible to do but needs some time. I’ll take a look at it and will share the result.

Here is the problem. I am using the FPS template as an example.

I uncheck “Unbound” in the InternalPP

6381e6994b6d1dc3eacff85743906d00def3b538.jpeg

In the editor (without playing) I don’t get rain drops unless I enter the volume. So far so good.

05446bbb8de2ea95a8d90df3a61b82abf49a7ece.jpeg

Now I want to test out the effect while playing (I am stating outside the volume)

a3579b986ea529aab6e98dc4d06f571501bef93d.jpeg

I press Play and the even though I am not in the volume the effect is active.

70b1a22346e9e8cf67050d6811f831825aa8ef3d.jpeg

Is there something I am doing wrong? Any help would be much appreciated. Thanks!

Here is the problem. InternalPP is a component which i’m using for under the hood purposes. The option you looking for is under the “Chameleon Settings” group. Can’t share a screen right now but it’s in the main Chameleon window like all other effects. Unfortunately Unreal Engine doesn’t allows us to re-order that group list so it must be 5 or 6 from the end of the effect list. Please let me know if that works for you?

It works :slight_smile: Thank you so much! I feel so stupid that I didn’t see that.

Happy to hear that works! : )

@, first thanks so much for the updates! Really helpful to have the radial blur mask and tint for the screen damage :smiley: AWESOME!!!

So, onto my question…

I’m using the “Custom Depth Highlighter (Clip)” effect and it’s working perfectly except this one scenario…

I have a pawn w/ multiple static mesh components and the static mesh components are clipping each other, making the highlight turn on when I’m looking straight at it. Is there any way to adjust for this use case?

Thanks!

Thank you!. So you applied the custom depth option to all of that Pawn’s static meshes or some them?

I applied the custom depth option to all of them. Another example you could think of is if you attach a weapon to a pawn and both have the custom depth option set. With this setup, I’m seeing the weapon “clipping” the pawn and the pawn shows up highlighted behind the weapon…but if both the pawn and weapon are behind a wall, I’d want them both highlighted. Is that possible?

Unfortunately i couldn’t reproduce this. In the image below, objects 1, 2 and 3 have custom depth enabled and Chameleon’s “Custom Depth Highlighter (Clip)” is in effect. As you can see there’s no clipping between these three objects. Can you share a sample project with me so i can inspect the issue more easily?

Thanks.

&stc=1

OMG…sorry…bug on my end. I wasn’t actually setting the weapon mesh custom depth option. Everything’s all good!

OK…so, this isn’t a bug but it’s a weird use case I want to see if I can achieve. Is there anyway you can specify an actor to both NOT show up with the highlight and NOT trigger the highlight when it’s clipping an object?

For example, in a third person game, when my character is clipping in front of enemies, it can cause the highlight effect to appear on the enemies. A decent work around (for my use case at least) is to turn on the render custom depth option for the player’s pawn…but there are still times when geo gets in between my pawn and the camera, triggering the highlight effect on the player’s pawn.

This just might not be achievable w/ the system, but figured I’d ask!

Sorry to say that but it is not possible without modifiying the Chameleon. Basic workaround for this would be enabling the custom depth on player’s pawn too. But this action would be create a new side effects. However, i’ll keep this in my mind and may be i can solve this in one of the future releases.