Chameleon Post Process

Looks great, when the new version will be out? with 4.20 ?

Hi benmerrick3d,

This is unexpected for sure. I’ll take a look in detail to this and will let you know about it.

Thanks Baris. It’s hard to say right now. My first approach is “when it is ready” though : )

How do you apply this post processing to a 2DCaptureScreen camera? or any camera? so the monitor effect would be shown through the small video screen?

Hi,

Chameleon is serving as a fullscreen and global post-processing solution. There is no out-of-the-box camera limiting mechanism.

We also really need to apply the post processes on a specific 2DCaptureScreen camera.

Is there a way to do it, even in a complicated way?

Thanks

It’s not complicated. You just need to uncheck “Unbound” option in Chameleon settings and transform scale, so it can overlap the SceneCapture2D actor. You will also need to use Final Color as a Capture Source. Rest is a typical Render Target workflow.

Hi there,
I’m getting some errors on packaging project.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/Chameleon/Chameleon.Chameleon_C:Set Advanced Effect Features (No Custom Depth).Features’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/Chameleon/Chameleon.Chameleon_C:Custom Depth Highlighter - Advanced’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/Chameleon/Chameleon.Chameleon_C:Custom Depth Highlighter (Clip) - Advanced’. Unknown structure.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogProperty: Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/Chameleon/Chameleon.Chameleon_C:Actor Featurette - Advanced’. Unknown structure.
Any help would be appreciated.

I resolved the issue by duplicating the Advanced Features Structure. Saving it didn’t help. Really odd.

I think that for some reason UE4 is corrupting the structure files when upgrading from one version of the engine to another. Re-saving has solved the problem on my side, good to know that is not always the case.

Hey all - i’m seeing a grid on my screen, when using a bunch of the effects. Even sharpen has this which is odd. Hard emboss etc. Never used to have this… see screenshot…
chameleon_grid-issue.png

Oh I see. You need to add a Blend Mask — even if it’s a white texture…

**Chameleon 10 is here!

Featured.jpg**

Changelog:

  • New effect: Lens
  • **New effect: Cell Grid **
  • **Anamorphic Lens Flares **is out of preview now
  • **ASCII **effect has been re-coded mostly on blueprint
  • Monitor Effects has been re-coded fully on blueprint
  • Monochroma effect has been re-coded mostly on blueprint
  • Blur HLSL code is now inside its dedicated Material Function
  • **HSV Limiter **HLSL code is now inside its dedicated Material Function
  • New algorithm for Camera Shake
  • Haunted Texture field has been added to Hauntedeffect
  • Monitor Effects Tiled field has been added to Monitor Effects effect
  • Camera Shake Frequency field has been added to **Camera Shake **effect
  • Disco Ball WS Center field has been added to Disco Ball effect
  • **Glitch Grid Distortion Power **field has been added to Glitch effect
  • **Glitch Grid Distortion Size **field has been added to Glitch effect
  • **Glitch Grid Distortion Speed **field has been added to Glitch effect
  • 4 new mask texture
  • New Chameleon actor gizmo
  • New Chameleon blueprint icon
  • New Chameleon bounding box color
  • **Blur Amount **default value changed to 2.0 (was 0.2)
  • **Blur Samples **default value changed to 3 (was 24)
  • Comic Pattern Line Count default value changed to** 2** (was 6)
  • **Sketch Power **default value changed to **15 **(was 4)
  • Camera Shake Power default value changed to** 0.08** (was 0.01)
  • **Edge Detect Threshold **default value changed to 0,4 (was 0,037)
  • ASCII Color Multiplier default value changed to (R=1.000000,G=1.000000,B=1.000000,A=1.000000) (was (R=1.000000,G=1.000000,B=1.000000,A=0.000000))
  • Comic Blend Color default default value changed to (R=1.000000,G=1.000000,B=1.000000,A=1.000000) (was (R=1.000000,G=1.000000,B=1.000000,A=0.000000))
  • MonochromaColor default value changed to (R=0.000000,G=0.491777,B=1.000000,A=1.000000) (was (R=0.000000,G=0.491777,B=1.000000,A=0.000000))
  • Scratches Color default value changed to (R=1.000000,G=1.000000,B=1.000000,A=1.000000) (was (R=1.000000,G=1.000000,B=1.000000,A=0.000000))
  • Drawing Blending Color default value changed to (R=0.239583,G=0.201165,B=0.192166,A=1.000000) (was (R=0.095000,G=0.069215,B=0.063175,A=1.000000))
  • Disco Ball Color 1 default value changed to (R=0.000000,G=82.978966,B=500.000000,A=1.000000) (was (R=0.000000,G=0.829791,B=5.000000,A=1.000000))
  • Disco Ball Block Scale default value changed to (X=0.060000,Y=0.060000,Z=0.060000) (was (X=1.000000,Y=1.000000,Z=1.000000))
  • Distance Fog Far Color default value changed to (R=1.000000,G=1.000000,B=1.000000,A=0.135000) (was (R=1.000000,G=1.000000,B=1.000000,A=0.025000))
  • **CR_CGA **recipe has been updated for better visuals and to match the latest package workflow
  • CR_FakeIR recipe has been updated for better visuals and to match the latest package workflow
  • **CR_MissingTape **recipe has been updated for better visuals and to match the latest package workflow
  • **CR_Underwater **recipe has been updated for better visuals and to match the latest package workflow

Just awesome!

Support this guy cause give a good support to the clients aswell fixed all the reported problems on past builds. Is awesome, one of the best on the marketplace!

Thanks for kind words @Hevedy

Hey,

Did you get a chance to look at this? It would be awesome to have a fix :slight_smile:

Thanks

I found it convenient to change the Blend Mask default in both the base AdvancedEffectFeatures structs from Null to T_White (from Chameleon/Textures), which saves having to add it every time to each postprocess category. I suspect this is what it’s meant to be by default (especially going by screenshots in this thread) - the latest version doesn’t seem to be correct.

Hi,

I can’t reproduce the problem. This was a known bug and it was fixed already. Below is the results of my tests with no artifacts. Can you (privately) send me a sample project which this problem occurs? I’m using 4.19.2 with Chameleon 10.0


Yes, that was the intention. Did you tried to re-import Chameleon with clean download from the launcher? (AKA “Remove Local Content”)

Ah I didn’t know it had been fixed- I didn’t see you mention it on the forum or the release notes.
I will check again with the new version.

Kind regards