Originally posted by gon.
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Chameleon Post Process
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Originally posted by Rob McLachlan View Post
Cool, glad I was on the right track. I didn't try Remove Local Content however it did download the new version into a separate folder in my Marketplace Vault Cache so shouldn't have got any of the old stuff at that stage.
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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Originally posted by gon. View PostI 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
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Originally posted by erWilly View PostHi, I try to do a simple actor with the minimal code, but dont work
wath I am missing?
Chameleon is not a simple post-processing material library. Its materials were designed to work with the provided blueprint. You can still make those materials to work standalone but most likely you would need to modify the parameter(s) as well.
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Thanks to answer, but can you point me to what parameter(s)? need I use advanced effects features? or put random numbers each tick in offset and speed is enought?
Chamaleon is amazing!
...but the blueprint is huge (and any update more and more), a big tick and add 149 megas to the build, if me game only use a few postprocess...
Make something more modular will be great, like for example each postprocess be a component.
Last edited by DomusLudus; 07-23-2018, 10:01 AM.
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I've a small problem with overwriting post process effects on the level.
I have a mesh with glass texture that is in front of the character affected by Chameleon Post Process, Neon effect.
What I want to achieve here is that, when the character walks past the glass mesh, he will be highlighted... or vice versa.
How can I do it?Last edited by Coverop; 07-24-2018, 11:23 AM.Discord: OP #5992
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Originally posted by erWilly View PostThanks to answer, but can you point me to what parameter(s)? need I use advanced effects features? or put random numbers each tick in offset and speed is enought?
Chamaleon is amazing!
...but the blueprint is huge (and any update more and more), a big tick and add 149 megas to the build, if me game only use a few postprocess...
Make something more modular will be great, like for example each postprocess be a component.Originally posted by Coverop View PostI've a small problem with overwriting post process effects on the level.
I have a mesh with glass texture that is in front of the character affected by Chameleon Post Process, Neon effect.
What I want to achieve here is that, when the character walks past the glass mesh, he will be highlighted... or vice versa.
How can I do it?
Hi fellows,
I'm on my way home (I was on vacation) If you can give me a day or two I can come up with something which may help you.
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Originally posted by erWilly View PostHi, I try to do a simple actor with the minimal code, but dont work
wath I am missing?
What you would need to do is bypassing two nodes in material.
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Originally posted by Coverop View PostI've a small problem with overwriting post process effects on the level.
I have a mesh with glass texture that is in front of the character affected by Chameleon Post Process, Neon effect.
What I want to achieve here is that, when the character walks past the glass mesh, he will be highlighted... or vice versa.
How can I do it?
However, this doesn't work with translucent materials since no depth information is written to buffer.
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Hi SumFX, just bought chameleon, it is awesome. Question... the 2d transform is something I thought I could use do do key-stoning, meaning I would like to skew the image so i can use it to fix the image while using a projector. Is this possible? Corner-pinning would be the best but just simple key-stoning, where the horizontal borders can have different sizes will suit my purposes. Thanks in advance
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Originally posted by catalejo View PostHi SumFX, just bought chameleon, it is awesome. Question... the 2d transform is something I thought I could use do do key-stoning, meaning I would like to skew the image so i can use it to fix the image while using a projector. Is this possible? Corner-pinning would be the best but just simple key-stoning, where the horizontal borders can have different sizes will suit my purposes. Thanks in advance
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Hey SumFX,
I'm having some issues selectively applying anamorphic flares to scene objects. I have the stencil buffer enabled in proj settings and can get the object to highlight using the Custom Depth Highlighter as a test, but the flares are being clipped by the depth buffer. So what I want to do is apply flares *after* the buffer rather than have the buffer clip them off.
This is a transparent particle system, but I have Allow Custom Depth Writes enabled in the material and I can see that they're affecting the particles within the buffer - just not outside of it which is what I want.
Thanks,
triff
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