Chameleon Post Process

Hi,

On a static mesh, you can set “Render Custom Depth” as well as a byte value for the “Custom Depth Stencil Value”. This value has to be the same as the one you entered to the Actor Featurette’s related field.

Hi,

Trying unchecking the “Unbound” option in the recipe’s settings. Please let me know if it works.

Hey guys, I love the effects. I love the color grading! The problem I’m having is understanding how to use this to enable effects on single objects and not the whole scene. Can someone describe the workflow for me, or send me to some training material so I can figure this out? Thanks for the help in advance. For example I want to be able to apply the glitch effect to a box in my scene and nothing else.

If I’m only going to be using a small number of effects, is it possible to remove some from the Chameleon actor in order to reduce package size?

There’s no out-of-the-box way for this. You would need to modify the Chameleon blueprint and materials you want to use.

You need to enable custom depth stencil in your project settings. After that, you can apply almost all of the effects to actors with the specific stencil ID(s). All effects have an “advanced” section (dropdown) in the details window. You will find the masking options there but first, -as I said earlier- you will need to go into the editor project settings under rendering ->post processing and set the “custom depth stencil pass” setting to Enabled with Stencil.

I need to set LOOK pressets to any of the black and white options except for some actors which should stay in colour.
Does it work as you said in the answer to xpgained?
If not, how can I get that result?
Thank you @

@ I figured out that the recipe blueprints are using a radius check. But if I use the chameleon base blueprint this works exactly the way I want.
Is there any way to make the effects ignore the player actor? So that I could use Haunted but without it drawing over the player.

NVM figured the whole thing out

Unfortunately, LOOK! CGP presets doesn’t support the masking at the moment. It’s not impossible to do but Chameleon doesn’t have support for this.

I see. Well, maybe theres another way to make this work.
When you press V, everything goes black and white except meat and water that I would like to keep them coloured.
Can it be done with custom depth?
Thnx

nevermind i had added a “recipe” to my level and that does not work. fixed the issue myself. this is soo amazing thank you for this!

Happy to hear that. I hope it would help you with your project.

Is the “Toon Shading” effect the only way to get an outline around models? If so, is there a way to get it to play nice with Masked materials and the DitherTemporalAA material node (faked transparency)? The ice cube on the left is with Chameleon off and the right is with it turned on. I assume its applying the outline around each opaque pixel…any way around this? If I set the material to Translucent the effect isn’t applied to it all, which is fine by me but I want to avoid using the Translucent material for performance.

You are right about applying the outline to each opaque pixel, so it’s not working fine with the dithering. It’s also not working with the translucent materials since the depth information is altered. You may want to try “Edge Detect” effect with the stencil masking option. This effect has nothing to do with the depth information and all computing is done on the final image. And please let me know if it works.

Hi,

What do you mean by custom effect? Can you give me an example?

Ok Sum, I’ve enabled the option in project settings and attempted to play around with some things but I can never get any postive results trying to control anything. The only thing i’ve got working is a global post process over my whole scene. To do that I just made a child of the Chameleon BP and added it to my persistant level in my project. What is the correct work flow here? If for example I have a player_BP that has the ability to speedburst, and I want to make the radial blur effect only appear when he is in speedburst how do I make it happen? I’ve tried following the online documentation with the blueprint setup as well as enabling the option in project settings. I’m just not seeing the line of connections and how it all works.

  1. Do you only place one chamelean bp in your project and access that bp in all your other blueprints, essentially just changing the settings on the fly? This seems wrong because it would disable my global settings that are setting the look of the scene.

  2. Do I create children blueprints of the chameleon bp for all the effects I want and set them up some way that I don’t see?

Obivously they have to be unbound so the effects don’t efect the entire scene. Is it have possible to have something effect the whole scene but have it hidden until i need it to appear? Help please, its obvious i’m just not seeing something.

Hey Sum, thanks for this awesome blueprint! I really enjoy it.

But maybe can you give me a small advice how tl create a small transition for the post process?
It appears directly if i walk into it.
I found a opacity float into the struct variable but i stuck at this point.

Can you help?

“Speed Lines” is a new effect from the upcoming update.

“Gradient Fog” is a new effect from the upcoming update.