Chameleon Post Process

Thanks to answer, but can you point me to what parameter(s)? need I use advanced effects features? or put random numbers each tick in offset and speed is enought?

Chamaleon is amazing!
…but the blueprint is huge (and any update more and more), a big tick and add 149 megas to the build, if me game only use a few postprocess…

Make something more modular will be great, like for example each postprocess be a component.

I’ve a small problem with overwriting post process effects on the level.
I have a mesh with glass texture that is in front of the character affected by Chameleon Post Process, Neon effect.
What I want to achieve here is that, when the character walks past the glass mesh, he will be highlighted… or vice versa.

How can I do it?

Hi fellows,

I’m on my way home (I was on vacation) If you can give me a day or two I can come up with something which may help you.

Hello again,

What you would need to do is bypassing two nodes in material.

What you are trying to do is partly available in Chameleon’s abilities. See: https://gfycat.com/LoathsomeDimAdouri

However, this doesn’t work with translucent materials since no depth information is written to buffer.

Hi , just bought chameleon, it is awesome. Question… the 2d transform is something I thought I could use do do key-stoning, meaning I would like to skew the image so i can use it to fix the image while using a projector. Is this possible? Corner-pinning would be the best but just simple key-stoning, where the horizontal borders can have different sizes will suit my purposes. Thanks in advance :slight_smile:

keystonecorrection.gif

Hey, thank you! I’ll see what I can do about it.

Hey ,

I’m having some issues selectively applying anamorphic flares to scene objects. I have the stencil buffer enabled in proj settings and can get the object to highlight using the Custom Depth Highlighter as a test, but the flares are being clipped by the depth buffer. So what I want to do is apply flares after the buffer rather than have the buffer clip them off.

This is a transparent particle system, but I have Allow Custom Depth Writes enabled in the material and I can see that they’re affecting the particles within the buffer - just not outside of it which is what I want.

Thanks,
triff

Something I’ve been wondering too (unrelated to the above) is whether there’s any control over the order effects are applied in?

Hi,

Stencil masking currently works as a final clipper of an effect. What you are up to is in development for a while but no ETA yet.

Yes, there is and it’s called Effect Priority.

Great, thanks a lot - somehow missed that one :slight_smile:

For those of you still getting borders despite clean installs, I mention that it is not compatible with Vulkan (for me) as of 8/13/2018.

Which borders? Can you share some screen(s) with us? Also, hardware and platform specs would be very helpful for my further inspection.

I’ve been creating Vulkan-exclusive builds (testing) and only Chameleon materials/BPs do not compile.

Warning: Failed to compile Material /Game/Chameleon/Materials/M_2DTransform.M_2DTransform for platform SF_VULKAN_SM5, Default Material will be used in game.

The only errors/warnings I get regarding the materials (each of them, same thing).

Hi,

After overall looking, it seems like the problematic parts are “MF_DepthOnlyMasking” and “MF_SetBlending” material functions. Most likely somewhere the custom depth mechanism intact. If you are not using custom depth, stencil masking, and effect layer blending, then you can simply bypass these nodes in the material(s). In the meantime, I’ll take a deeper look into this.

I’m wondering if the issues referencing the T_White texture are related to this error I get upon loading editor?


LogLinker: Can't find file '/Game/Chameleon/Textures/T_White'

If I add a T_White texture there, everything seems fine. However, if I try to move it to another folder (via the “Move Here” command in editor), the error comes back. Is it possible that this file location is referenced in a string somewhere that doesn’t get updated when you move the location?

Hi,

No. There is no hard-coded asset reference in Chameleon. It sounds like some sort of redirector issue. Could you please try to right-click on “Content” folder and select “Fix Up Redirectors In Folder”?

Yeah, I tried that first w/ no luck. Then, when I added the texture in that location and it stopped complaining, i tried moving that texture to a new location and cleaning up redirectors hoping it would cleanup the dangling reference…but no lock again. Oh well. If I’m the only one experiencing this error, then I assume it’s some weird issue on my end.

Honestly, I can’t see any reason Chameleon can cause this kind of error. All asset linking and referencing is being managed by the engine. Additionally, I’ve tried to move files around and restarted the editor after each move. Didn’t get any error like you mentioned. I’ll still be looking into it and will let you know if I got any clue.