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Chameleon Post Process
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Originally posted by JonnhMD View PostI have one plane with translucent material. Is there any way to exclude it from being post processed by Chameleon? CustomDepth works, but only for opaque objects.
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Originally posted by stucki View PostIts not related to chameleon directly but maybe someone here can help me....
is there a way to exclude meshes from the global post process process ?
i cant find a solution anywhere here...
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Originally posted by rcdarcey View PostI can't seem to get rid of this texture on the letterbox. Any ideas? I'm just using the black texture.
Can you share your engine version as well as the settings screen of the effect?
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Check out my ★★★★★ UE4 plugin if you want to go fast!- Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!
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Originally posted by rcdarcey View PostSorry...I should have included that in the first place. Engine version is 4.18.2 and see attached for my settings
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Originally posted by SumFX View Post
How about feeding "Blend Mask" slot with a full white texture? I'm also checking this on my end. Will let you know about the result.Thanks!
Check out my ★★★★★ UE4 plugin if you want to go fast!- Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!
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We're trying to use the Neon effect to outline buildings in a city. The city is at real world scale. However, the Neon effect seems to drop off after a certain distance.
Here, the city is scaled down to .5 to minimize the problem. I've gone down as small as .2; however, we're prefer to work with the assets at real world scale.
Is there a way to extend the Neon effect? I've noticed that other effects do not seem to have this issue. Thank you.
Latest Chameleon / Unreal 4.18.2 / Dual AMD FirePro D700
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