Chameleon Post Process

@ I cant get any of the effects work on iOS. I know only 17 of them should theoretically work because of mobile restrictions. Engine warns me if a material is not ok for it. But those 17 doesnt work either. They work in editor preview SM5, so I know BPs are working. And I tested them with Metal preview with Mac too. They work in the preview. Is there a step before packaging to iOS?

Hi,

Sorry to hear that you had problems. I’m not sure about the issue so I need some time to check and see. Will let you know about the findings.

It was my stupidity :). Mobile HDR and Mobile Tonemapper was disabled when I was trying this. Everything works now. I love the neon effect btw.

Happy to hear that! Let me know if you have any other issues.

Is there any way to do thermal/heat vision? One that you could also see through walls?

You can use the ā€œCustom Depth Highlighter (Clip)ā€ effect for this.

Chameleon Editor Utility is coming with the next version.

Is there an easy way to mask out the Color Grading? Similar to use the custom depth stencils? Got some "UI"elements on some objects that I dont want to color using the color grading…

hi guyw, i have a problem with chameleon, i want to replicate the effect i see on the video showcase on youtube, but i dont have this window on the left, and i cant replicate the effect with the options on the classic window of unreal engine on the bottom right, anyone can help me? thanks

Hi,

It’s not the Chameleon’s window, instead, a custom made in-game UMG widget to show its realtime capabilities. There’s nothing fancy about it though. You can control all properties of the chameleon from other blueprints and in this case, it was controlled by an UMG blueprint.

Hi,

Currently, it’s not possible, at least not with the out-of-the-box Chameleon. You would need to do some render texture work on it.

K, thanks for the info. Really great stuff btw, i’m going to have fun with all these effects!

Would it be possible to carve out 3 or 4 of the Post Process volumes? If I have a blank map and then load your BP it automatically takes up 160 MEGS of Texture memory. It would be better if these were broken up into individual BluePrints.

This can be done by modifiying the Chameleon blueprint. Keep in mind though, future updates would overwrite your changes so making your changes on a clone blueprint would be a smart move.

Since you gave a 1 star review with the comment below;

Please let me inline with my answers. No want to make this conversation further yet I’m using my right to answer each and of those claims.

When I purchased this I assumed wrongly that these were modular, they are not.

> Why you assumed this ā€œwronglyā€****?

You place a BluePrint into the level then it loads all the effects.

> Wrong. It only uses the enabled effects.

This may sound good but if you only want to use a few effects you are still loading about 165 MEGS of texture memory.

> TRUE.

Also there is a ticket that is constantly running in the BluePrint.

> If not, how can it know your changes? Again this tick is only for enabled effects.

If I had to do it over again I would have purchased the Post Process Blendables Volume 1 by Sameek Kundu for half the price and it is modular.

> Smell of advertisement.

I did ask the developer about everything I posted here and he said that you will have to manually take his BluePrint apart. I spent at least 4 hours reverse engineering and was able to finally get them into individual BluePrints

> You said:

Would it be possible to carve out 3 or 4 of the Post Process volumes? If I have a blank map and then load your BP it automatically takes up 160 MEGS of Texture memory. It would be better if these were broken up into individual BluePrints.

I replied:

This can be done by modifying the Chameleon blueprint. Keep in mind though, future updates would overwrite your changes so making your changes on a clone blueprint would be a smart move.

but like I said, I should have bought Sameek Kundu’s instead of this one.

> So much smell of advertisement.

I am not the only one who said this, I was looking in the forum and other people have brought these same points up.

> You wouldn’t believe the feature requests I’ve received over the years.

I would think the developer would want to make his product with better performance but he does not seem to care.

> https://.net/docs/chameleon-post-process/changelog/

PS: You could just ask for a refund though.

Thanks so much for this amazing asset - I came from Unity World - and i am super happy to see such amazing Post Processing tool. It does inspire to be more creative and performance is amazing…
I have one question though - i bought chameleon - and in there - there is LOOK… but i could not blend the Look with my current view. Means - it is 100 percent selected LUT - on/off.

It would be so good to have blending options for LOOK section as well … What you think ? May be you have it and i overlooked somehow …

THanks again for this mind bending tool…

Hello, small issue here,

When adding blendable (Post Process Materials) at runtime, they are not visible on the chameleon blueprint.
I Imagine they are supposed to show up on the ā€œNative Post process > Rendering Features > Post Process Materialsā€ ?

Thank you, and you done a great job with this Blueprint !!

Hi,

Unfortunately, Chameleon doesn’t support blending on LOOK! at the time.

Hi,

Thanks. What you mean by ā€œadding blendableā€? Chameleon only works as it is with its own effects.

Hey, here’s the message I sent through the Marketplace questions.
Ive tried using Chameleon on my android phone but all I get is the Unreal default diffuse on the screen (the one that looks like concrete tiles). Ive had similar problems before on PC with some of your effects on previous versions, but it’s usually fixed by replacing the default diffuse with a white texture, which didnt work here, I just got a solid white screen.

Any idea what might be happening? Ive already turn Mobile HDR on

Thanks

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