Originally posted by Rob McLachlan
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Chameleon Post Process
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Originally posted by SumFX View Post
Hi,
I can't reproduce the problem. This was a known bug and it was fixed already. Below is the results of my tests with no artifacts. Can you (privately) send me a sample project which this problem occurs? I'm using 4.19.2 with Chameleon 10.0
I will check again with the new version.
Kind regards
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Originally posted by benmerrick3d View Post
Ah I didn't know it had been fixed- I didn't see you mention it on the forum or the release notes.
I will check again with the new version.
Kind regards
No problem. I think you missed it. It was mentioned in the changelog as "Fix: Kuwahara is now before tone mapping to prevent “black lines & dirt” in final image"
Please let me know about the result.
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Originally posted by SumFX View Post
Yes, that was the intention. Did you tried to re-import Chameleon with clean download from the launcher? (AKA "Remove Local Content")
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Originally posted by triff View Post
I'm getting this too, I just updated from v9 to v10 hoping for a fix but it's showing the same behaviour. I've tried the suggestion on the previous page of replacing the null blend mask with T_White but this doesn't do anything, if I then drop T_White into the Blend Mask in the Chameleon BP it breaks it completely (no effects visible) and I have to revert the Structures to get it working again.
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Originally posted by SumFX View Post
Thanks for reporting it. I'll have to look this deeper since for now, I couldn't reproduce it.
On a related mask note, how would I go about layering two versions of an effect, say I want one mask on the monitor effects lines and a different mask on the distortion? I could duplicate/edit the base mat but that'd be a hassle every time I update. If there's a more sensible way, I'm all ears
EDIT: Got as far as establishing I'd need to edit both the PP mat itself andf MF_SetBlending to add a second mask, and decided to give up before I get in a right old pickleProbably easier to just use another instance of the mat in a standard PostProcess volume.
Last edited by triff; 06-07-2018, 02:00 PM.
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Originally posted by triff View Post
All that works for me is putting T_White in the individual mask inputs.
On a related mask note, how would I go about layering two versions of an effect, say I want one mask on the monitor effects lines and a different mask on the distortion? I could duplicate/edit the base mat but that'd be a hassle every time I update. If there's a more sensible way, I'm all ears
EDIT: Got as far as establishing I'd need to edit both the PP mat itself andf MF_SetBlending to add a second mask, and decided to give up before I get in a right old pickleProbably easier to just use another instance of the mat in a standard PostProcess volume.
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Originally posted by Coverop View PostIs there a way to get more screen detals to the Post Process chameleon ?
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Originally posted by Coverop View Post
Your Chameleon Post Process addon has over 60 presets.
One of them is called "Screen Decal" and It's limited 4 images.
Is there a way to increase that limit?
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I decided today to upgrade from 4.18.3 to 4.19.2 my Unreal Engine.
When I executed my project, a brick border become visible all the time. Investigating this weird thing, have noticed that is Chamaleon FX related with it. So If I active or enable any Effect, the brick border appears. If I disable it, it dissapears.
The weird brick border thing is this:
https://answers.unrealengine.com/sto...8+14.44.54.png
And more people had problems like this one in Unreal Forum which contains useful stuff:
https://answers.unrealengine.com/que...update-49.html
https://answers.unrealengine.com/que...fter-upgr.html
Last edited by gon.; 06-12-2018, 09:26 PM.
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Originally posted by SumFX View Post
Yes, that was the intention. Did you tried to re-import Chameleon with clean download from the launcher? (AKA "Remove Local Content")
However I do have to import into a separate project and Migrate into my main project since I have a different folder structure in my main project. I checked out all files under Chameleon/ in source control (Perforce) then used Migrate to overwrite them. Possible there's something hanging around from the older version but I would have thought all the references would have been updated as well?
Might be some sort of struct weirdness, as they are pretty flaky at times... All is working fine for me now after replacing the missing default T_White in both the structs.
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