Hello!
First let me just say thank you for such an incredible package you’ve made. It’s really impressive.
I am finding one issue I was wondering if you could help me with though. When I try to use the Kuwahara option in the Chameleon node, it seems to brighten the scene only in the areas affected by the kuwahara quite a bit. The effect looks great, but would like to get rid of the brightening. Any chance you could help me out on this?
Thanks for the kind words. This is a known bug and yet to be fixed. The only option here -for now- is using the manual exposure control in native post-process settings and adding a new parameter to the material (M_Kuwahara) for tweaking the final look. Or you can basically use native color grading wheels to match your need. I know these are not ideal but there’s no other way for now unless you modify the HLSL code for yourself.
You need to enable custom depth stencil in your project settings. For that, 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. Then on a static mesh, you can set “Render Custom Depth” as well as a byte value for the “Custom Depth Stencil Value”.
Hello. I was just wondering how do I go about enabling some of the advanced features like “distance blend” to work in cinematics? I have been looking at how you made this powerful program but I cannot find an easy solution
Currently, the best (and probably the only) solution is creating a new blueprint that would act as a trigger bridge. You would want to create the required parameters in this blueprint and change their values as you always do via cinematics. And then you would want to change the Chameleon blueprint’s values by instancing it in your bridge blueprint. All these because -if it not changed in very near past- custom "struct"s weren’t working with cinematics, at least didn’t without doing some very subject to break, hacky things.
Ok thanks. I am in a crunch timewise, i might not be able to get to this- maybe i will make this blueprint/bridge this weekend. Chameleon is great, my only constructive criticism is that it is not so easy to access all the variables since there are so many! but It is a great system!
Hello! I would like to know if I can set different effects for different cameras. In my game I have a splitscreen mode. I want to set a different postprocess effect for each player in the Splitscreen mode. How can I achieve this with the Chameleon? I really want to know how can I approach it. At the moment I’m spawning a chameleon instance and attach it to the camera and unmark the Unbound. Thank you. Have a nice day.
Let’s also put my reply here on the subject so other people might find it helpful.
Even if you have split-screen mode enabled there are still some specifics that would force you to use specific ways to achieve what you want with Chameleon. The most used way is using different Chameleon actors for each camera with unbound options disabled in Chameleons’ settings. For more detailed and different paths, you can always drop me an email via support@.net.
The best way to do this is to change the boolean parameter with the same name of the effect in question. For example; if you want to enable the Alarm effect, you need to set the “Alarm” (boolean) variable to true. Or you can set the opacity variable of the effect with overtime changing the value to create a fade in/out for any effect you want. However, in this case, the effect must be left enabled and sure this cost performance. How much is depends on the effect.