Chameleon Post Process

Hi, I have a question.
I want to make this scene, but I cannot get same result with sketch in latest version of Chameleon PP.
How can I get this result?

Hi,

For me it doesn’t seem like the effect you are using is a Sketch but instead, an Edge Detect. Can you please confirm this one more time? Because the expected output shouldn’t be like the version you shared for sure.

Hi,

For now, you have to manage this by yourself by updating the effect(s) opacity regarding to distance to the actor. It’s planned to add global opacity and distance blending but there are limiting factors because of the way Chameleon designed in first place.

I just went through the demo. Is there no rain effect? Similar to the snow one?

Hi guys, any idea how to exclude objects from the toon shading post process?

I saw in the demo that custom depth highlight (clip) can go through walls but I can’t seem to get that working on my end.
It works up until the character is completely concealed behind an object
Any ideas?

Chameleon V14.0 – Compatible with UE 5.2+ is live and here’s the changelog;

  • New effect: Actor Fire - Demo: Actor Fire post process effect for Unreal Engine 5 - YouTube
  • All effects are now standalone by default. This means you can use the effect materials without the need to use of Chameleon blueprint. Simply select the effect material via the Post Process Material inside the native Post Process Volume.
  • Pulse Animated field has been added to Pulse effect.
  • Pulse Transition Amount field has been added to Pulse effect.
  • Wired Override Scene Color field has been added to Wired effect.
  • Fix: Fixed the error preventing M_DiscoBall material to compile.
  • Removed the unnecessary-at-the-time nodes from the Chameleon blueprint. Resulting in the Chameleon blueprint compile and run times being slightly faster.

Changelogs of the previous versions: 05. Changelog - SUMFX

Is there a helper function with the Chameleon Post Process blueprint that would let me randomly choose an effect and apply it? Or would I need to manually build an array of effect names and choose one at random using my own logic?

The documentation link on the original post looks to be broken FYI

Hi, you have to manage that logic by yourself.

Is there a way to combine Zone effect with other effects so that the other effect would only be applied to that Zone?

Hi. Is there any way to change the thickness of the outline with the toon shader? Thanks.

Unfortunately no, the size of the stroke is almost hardcoded by the technique. You may make it a little bit ticker by modifying the effect material itself until the lines are noisy and wavy. But quickly, it’ll.

I think this can be achieved by modifying both the blueprint and materials in question. However, while I was thinking in the past about similar masking effects, I couldn’t find any intuitive way of integrating this feature into the whole system. Because then suddenly all effects in the package should support alpha rendering -at least- to make this work. And this means a whole rethinking of the underlying mechanics of Chameleon. The good news is, it’s a blueprint system and you can always make it work the way you like.

Hi, I just purchased your product and I am trying to duplicate the effect I saw in this video ( Unreal Engine 4 Large Scale Post Process Test (youtube.com)) that used your product. Any tips / hints to get me started as quickly as possible on how this was achieved ? Thanks for your time.

I am getting this compile error in a source build of 5.4.1

LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_ColorizeHLSL.M_ColorizeHLSL for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3453:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_AsciiHLSL.M_AsciiHLSL for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3449:8: warning: implicit truncation of vector type [-Wconversion]
return col;
^
/Engine/Generated/Material.ush:3467:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogD3D12RHI: Creating Explicit View Heap with 250000 entries
LogD3D12RHI: Creating Explicit Sampler Heap with 2048 entries
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_BlurHLSL.M_BlurHLSL for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3432:19: warning: implicit truncation of vector type [-Wconversion]
Color += SceneTextureLookup(UV + scale,tIndex,false );
^
/Engine/Generated/Material.ush:3454:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_PixelDissolve.M_PixelDissolve for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3451:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_Alcohol.M_Alcohol for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3465:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_Drug.M_Drug for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3460:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))
LogShaderCompilers: Warning: Failed to compile Material /Game/Chameleon/Materials/M_MosaicTile.M_MosaicTile for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Generated/Material.ush:3454:20: error: condition for short-circuiting ternary operator must be scalar, for non-scalar types use ‘select’
return Base < 0.5f ? (2.0 * Base * Blend) : (1.0f - 2.0f * (1.0 - Base) * (1.0f - Blend));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))

Hi,

This has been reported lately and one of the users suggested that replacing the contents of the custom nodes shown in the picture with the code below solves the problem. I think it’s related to an engine or a launcher (update) bug since this issue does not exist on new/fresh projects. If it does not solve your problem, you can always reach me via support@sumfx.net

select(Base < 0.5F, (2. * Base * Blend), (1.F - 2.F * (1. - Base) * (1.F - Blend)))

image

Hi,

It’s more like a trial and error process but as far as I can see, it seems like they have used Distance Fog, Kuwahara and/or Comic effects in chain with native post processing effects.

Yes that worked, posting pic for others

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image

The plugin seems to be unavailable, is there something going on?

Hello, I am having trouble. In the editor, the post-process displays correctly, but when I package it, only the default wall textures are displayed. Could I be missing a setting?
I would really appreciate any advice.
I am using UE5.4.4.

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