So, after digging deep into this I can confirm that it’s not a fixable issue because of the performance restrictions. I’ll still be looking for alternative workarounds but can’t promise for an ETA. Sorry about that!
Why don’t you make the neon lines thinner the further away an object is? that would at least allow one to blend the neon lines into nothingness, providing a smooth transition
Nice catch. Luckily, Chameleon 9.0 is coming with distance based masking feature. It should be easier with this option.
Hey, is it planned for ~4.19?
Also, is there an “Underwater” effect planned? That would be very useful.
Yes, it is. There’s a recipe called “Underwater” in recipes folder in the current version. Is that what you looking for? Here is the preview: https://twitter.com/SumFXTools/status/828533770068320256
Curious…do you have anything that would be good for a dust/sand storm?
Hi,
There’s no way for me to guess your desired effect. I recommend you to check the following links;
- Download playable demo room](http://.net/demo/chameleon/ChameleonDemoRoom.zip)
- Demo video (Chameleon 5.0)
- Effect preview videos
- Online documentation (Beta)
- Comes with LOOK! Color Grading Pack
Question- So if I have a glass window or translucent particle system like smoke, is there a way for the Toon Shader to not affect what’s behind the glass/smoke?
Actually, I haven’t tried something like that before. (Loud thinking) It might be done by using multiple Chameleon instances since Chameleon supports custom stencil masking and effect sorting. But again, I’m not sure about it. Sorry.
, I’m having an issue, I currently have a static mesh that is the earth, and I’m placing chameleon on half of it (using a box that overlaps half of the earth), but the post process does not show at all… I have the settings as Unbound (unchecked)… I do notice that the effect works when a camera runs through the box, but when the camera is out of that box the effect is not on… unless i set it to unbound, that the effect is everywhere… what am i doing wrong?
Hi, sorry to hear that. Can you share a screen from your map?
Bought this pack yesterday and send a pm to the author the weekend after test the demo <no reply yet as is normal as weekend>
Found a lot of problems for my game:
Digitize have problems with HDR and have rare random color changes.
World Glitch and World Splash have problems with skybox.
Pixel Dissolve don’t work with skybox.
Magic Transitions have blur problems at move the camera.
Transparent actors don’t work with Sonar <I imagine this is a limitation with the engine>.
Screen Waves complete huge black line at right in different resolutions.
Hard Emboss and Comic black line at right.
Blur black line at right as collapsed layers <minor problem>.
Actor Featurette in some way as blur have a black line <minor problem>.
Monitor Effects the center isn’t the same at small resolution and 1080p.
As result the Monitor Effect don’t work properly the CR_FakeIR & CR_FakeNightVision have problems
Aswell Footage1 incorrect location.
Any solution for this ?
Thanks.
**Hi Hevedy,
I’ll inject my comments into your questions.**
Digitize have problems with HDR and have rare random color changes.
That’s because Digitize effect is using Linear Interpolation to mix effect color over screen color. Since the screen color is not clamped in HDR, the lerped effect color couldn’t be shown in its original color value. No fix for this yet.
World Glitch and World Splash have problems with skybox .
Visual weirdness > Yes. Technical problem > New feature needed… As we all know that the skybox is just another mesh. VERY BIG mesh. Since these effects are using world coordinates to place themselves on a map, they are doing the same thing on skybox mesh too. That noisy texture on the skybox is actually an effect applied to it but just far away from the camera. There are (and will be) several ways to avoid this problem. First is using custom stencil to include everything on map but skybox to Chameleon effect chain. This option is available right now in Chameleon. Second way is using depth masking. This feature is coming with next version of Chameleon. You can check near-past posts of me in this thread about this feature. Third way is integration some sort of excluding mechanism to Chameleon to exclude skybox from effects instead of using longer way, which is the first option in this list.
Pixel Dissolve don’t work with skybox .
I wasn’t aware of it, so first, I have to check this on my end to make any comment about it.
Magic Transitions have blur problems at move the camera.
**Well… When I creating this effect, I had two options because of Unreal Engine’s default antialiasing choice (TAA):
- Shiny/Glowy colors (in HDR values) and unwanted motion blur.
- Boring colors and no motion blur.
Yes. I chose option 1.
But you have two options too: - Open effect material in the Materials folder and set Blendable Property to After Tonemapping
- Use another antialiasing method.
- (Bonus) Let it glow!**
Transparent actors don’t work with Sonar <I imagine this is a limitation with the engine>.
There may be workarounds but your catch is right.
Screen Waves complete huge black line at right in different resolutions.
I’ll look into this. (Same problem as below)
Hard Emboss and Comic black line at right.
I’ll look into this. (Same problem as above)
Blur black line at right as collapsed layers <minor problem>.
I’ll look into this. (Same problem as above)
Actor Featurette in some way as blur have a black line <minor problem>.
I’ll look into this. (Same problem as above)
Monitor Effects the center isn’t the same at small resolution and 1080p.
I’ll look into this. (Same problem as above)
As result the Monitor Effect don’t work properly the CR_FakeIR & CR_FakeNightVision have problems
Aswell Footage1 incorrect location.
Note: I believe these black lines and not centering Monitor Effects problem are caused by the same change recently madeinengine**. Because their behaviour is same and all looks like an Screen UV problem. Can’t promise to fix this in upcoming version though.**
@ I don’t know if you take suggestions for future effects, but something like this volumetric fog done w/ post processing would be amazing
[quote=“Ryan_Darcey, post:442, topic:35261”]
@ I don’t know if you take suggestions for future effects, but something like this volumetric fog done w/ post processing would be amazing
Always! I’ll see what I can do about it. Thanks.
Awesome! Thanks for considering!!!
Also…here’s another volumetric fog post process that looks sand storm-y, too. That’s kinda what I was trying to suggest in an earlier post as another effect that might be nice
Hi, have you any idea why all the materials in your pack now look like this, see attached and when you open the material it has this error. When I add any of the recipes to my level they now have this vignette around them. This is 4.19. I migrated the pack from a 4.18 version. Thanks for any help
Hi,
The current version of the Chameleon is not compatible with 4.19 Currently I’m working on a new version which will be available approximately in two weeks with full 4.19 support.
I purchased this asset and have received the following errors when trying to package the project :
UATHelper: Packaging (Windows (32-bit)): Cook: LogInit: Display: LogClass: Warning: Enum ‘/Game/Chameleon/Enums/colorChannels.ColorChannels’ was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
UATHelper: Packaging (Windows (32-bit)): Cook: LogInit: Display: LogClass: Warning: Enum ‘/Game/Chameleon/Enums/LOOKPresetsEnum.LOOKPresetsEnum’ was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
UATHelper: Packaging (Windows (32-bit)): Cook: LogInit: Display: LogClass: Warning: Enum ‘/Game/Chameleon/Enums/BlendModes.BlendModes’ was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
I need this build to go out asap, could you advise…