Chameleon Post Process

Fun fact: It takes more than 25.000 pixels with all options expanded in Chameleon Post Process details panel

​​​​​​​http://.net/demo/chameleon/ChameleonDPFullHeight.png

Working on a new rain drops effect. Not ready yet but made a good progress to include it in one of the future Chameleon updates.

http://.net/demo/chameleon/UE_RainScreen.gif

Hi there! I know you wrote in earlier posts that you were unsure of how these effects work in VR since you hadnt tested, but I wanted to see if there was any further development on that, or if you’d had some feedback regarding how well the effects work in VR.

I am working on a VR project this would be perfect for if these PP effects will work!

thanks!

Hey Jordan!

Unfortunately I don’t have any VR kit and (still) didn’t test these effects on my own. However, some of my customers reported that two effects not working well in VR. These are Edge Detect and Emboss effects. Since both of them are using the Convolution Matrix algorithm, probably more (3 or 4) to add to not working list here.

I really don’t need a VR kit for my own for any other use than testing these effects. But also couldn’t find a way to emulate VR in PC without a kit to test.

If any other VR users here, please share your results with this fellow dev!

Thanks for the reply ! Sorry to pry, but would there be a way for us test which effects will work before purchasing? There are a couple specific ones we are looking at that we could really use and you’ve done such a nice job developing this plugin. Looks so easy to use!

thanks!

Thanks for kind words. The main reason for me to not create a demo scene/project is that Chameleon has so many variables to tweak and you can get very different results by tweaking them.

Think about a demo UI for this: http://.net/demo/chameleon/ChameleonDPFullHeight.png

That’s being said I can’t realize a way to try the Chameleon without buying it.

Hi!
Any update on these multipass effects? Its just what i was looking for!..

I did a lot of experiments and achieved some great results. BUT still not ready for production. The problem is performance. I hit 60 FPS with complicated ones but I need to be sure that this should run smoothly on everywhere -other than my PC- before making it public. I’m also following the Unreal Engine roadmap and beta features closely so the integration is not so far. 4.19 or 4.20 maybe.

Added a new field to the Letterbox effect for texturing masked area. Coming with next update.

http://.net/demo/chameleon/UE_LetterboxTexture.gif

Chameleon Demo Room is now **available for free **to download! You can download it from here.

ChameleonDemoRoom3.jpg

ChameleonDemoRoom4.jpg

Hello, first of all sorry for my English i’m French.

Is it possible for the effect to affect only one screen in splitcreen mode?

Thank you in advance.

Hi All,

Chameleon 8.0 is live in the marketplace! Restart your launchers to get it. Here’s the changelog;

  • New effect: Actor Featurette
  • New effect: Infected
  • New effect: Colored AO
  • New effect: Camera Shake
  • New effect: Disco Ball (Preview)
  • New effect: Hazy Lights
  • New effect: Melted World
  • New effect: Selective Color
  • Fix: **Kuwahara **is now before tone mapping to prevent “black lines & dirt” in final image
  • Fix: Enable/Disable option of **Chameleon **should now work as expected in PIE
  • Fix: **Raindrops **now have proper ratio on screen
  • Fix: **Snowflakes **now have proper ratio on screen
  • Fix: Radial Blur effect now centers itself correctly after resolution change
  • Fix: Effect masking UV now have proper ratio on screen
  • Letterboxing Texture field has been added to **Letterboxing **effect
  • Radial Blur Center field has been added to Radial Blur effect
  • Radial Blur Sample Offset field has been added to Radial Blur effect
  • Radial Blur Mask field has been removed from the Radial Blur effect
  • **Radial Blur Mask X **Speed field has been removed from the Radial Blur effect
  • Radial Blur Mask Y Speed field has been removed from the Radial Blur effect

Hi,

The easiest way to achieve this would be attaching separate Chameleons to each players camera with the unbound option enabled. Then you would be free to set different effects to each player’s view.

Thank you very much, I’ll try that

Is it possible to confine an effect to a specific area? I added an effect to a box, but it can be cene everywhere in the game.

Chameleon has “Unbound” option under the “Chameleon Settings” tab. You can use this option and transform its box to limit it’s effect to a specific area. Just like you do in native post process volume.

It’s Cyber Monday! Grap your copy 50% OFF! Chameleon Post Process in Blueprints - UE Marketplace

Hey, out of curiosity, has a depth parameter been added to the Kuwahara filter on any of these recent updates, couldn’t find it in the notes.

Basically wanna be able specify the depth the filter is applied on, so it’s only affected on background, similar to what Distance Distortion filter can do already? If not, would giving me a couple pointers on how to copy+paste the correct material nodes from the Distance Distortion filter onto Kuwahara’s?

Hi,

Next major update (9.0) planned to include “Depth Masking” for almost all effects just like “Alpha Masking” which is Chameleon currently has. No promise but I’m working hard to implement this feature since it’ll multiply the possibilities for effects. I don’t recommend the modification of a Chameleon materials since they would be replaced to default with the next update.

Sounds good, I’ll wait for the update.
Thanks buddy.