Chameleon Post Process

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 so much for any help you can provide,

Hi Matabus,

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.

(Also got your email)

How do i use it in another blueprint?

Hi,

There’s nothing special with the Chameleon blueprint in terms of communicating with it, so your best starting point would be learning the direct communication method between any blueprints in the UE ecosystem. There’s a great guide on how to do that: Direct Actor Communication Quick Start Guide in Unreal Engine | Unreal Engine 5.3 Documentation

In short;

  1. Place Chameleon on your map
  2. Reference the Chameleon actor within any other actor on your map (Object reference)
  3. Modify any variables of the Chameleon using this object reference

How do i use the custom depth highlighter (clip) on meshes?

I can’t find any documentation about it so i don’t know how to apply it to meshes

Has Chameleon Post Process been depreciated? It now says Unavailable on the Marketplace… Will there be any further updates?

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”.

I think it’s something with your browsing client. Everything looks fine on my side. Chameleon is live and running fast as before : )

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

Hi,

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!

I much appreciated that.

Hello, Is it possible to exclude an object from the Blur Post Process effect ??

Thank you.

Hi,

With the upcoming update you will have this functionality. Preview: https://forums.unrealengine.com/unreal-engine/marketplace/47568-chameleon-post-process?p=1825158#post1825158

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.

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Chameleon V13.0 – Compatible with UE 4.27+ is live and here’s the changelog;

  • Scratches Noising default value changed to 13.0 (was 1.0).
  • Scratches Distortion Amount default value changed to 4.0 (was 0.5).
  • Blending option of the Tiles effect is now working as expected.
  • Blending option of the Pixel Dissolve effect is now working as expected.
  • Advanced options for Sonar effect are now working as expected.
  • Chameleon Showroom has been updated with missing effects.
  • Stat fps command has been set to be activated on Chameleon Showroom‘s play mode.
  • Digitize effect now supports HDR values for Digitize Cell Color via Digitize Cell Color Multiplier.
  • Digitize Distance Sharpness default value changed to 0.0 (was 14.0).
  • Mosaic Mask Intensity field has been added to the Mosaic effect.
  • Mosaic Mask Texture field has been added to the Mosaic effect.
  • Mosaic Tiling X field has been added to the Mosaic effect.
  • Mosaic Tiling Y field has been added to the Mosaic effect.
  • Mosaic Scale field has been removed from the Mosaic effect.
  • Letterboxing effect is now before tonemapping.
  • Glitch Grid Distortion Size default value changed to 1000.0 (was 10.0).
  • Glitch Blocking default value changed to 5.0 (was 0.05).
  • Glitch Lines default value changed to 0.0 (was 20.0).
  • Comic Pre Add field has been added to the Comic effect.
  • Comic Pre Multiplier default value changed to 1.0 (was 10.0).
  • Colorize Pre Add field has been added to the Colorize effect.
  • Zone Inverted field has been added to the Zone effect.
  • Hue Panner effect has a new algorithm now.
  • Hue Panner Animated field has been added to the Hue Panner effect.
  • Hue Panner Phase field has been added to the Hue Panner effect.
  • Pixel Dissolve effect has a new algorithm now.
  • Pixel Dissolve Jitter field has been added to the Pixel Dissolve effect.
  • Pixel Dissolve Scale field has been added to the Pixel Dissolve effect.
  • Sonar effect has been improved with visual polish and new fields.
  • Sonar Hit Texture field has been added to the Sonar effect.
  • Sonar Hit Texture Scale field has been added to the Sonar effect.
  • Sonar Animated field has been added to the Sonar effect.
  • Sonar Animation Speed field has been added to the Sonar effect.
  • Sonar Color default value changed to (R=0.000000,G=0.850980,B=1.000000,A=1.000000) (was (R=0.000000,G=0.332433,B=1.000000,A=1.000000)).
  • Sonar Color Intensity won’t multiply distortion anymore.
  • Sonar Color Intensity default value changed to 3.0 (was 1.0).
  • LOOK! Intensity field has been added to the LOOK! Color Grading effect.
  • Sketch World Space field has been added to the Sketch effect.
  • Sketch effect has been visually polished.
  • Now, every variable except custom structs was exposed to cinematics. Still can’t expose custom structs because of engine restrictions.

Changelogs of the previous versions: 05. Changelog - SUMFX

What is the simplest way to enable / disable effects during runtime?

Say, to play an effect for a second after taking damage.

Thanks

Hi,

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.

Ue5 Disco ball material. Compilation errors.