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  • started a topic [RELEASED] Chameleon Post Process

    Chameleon Post Process

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    NOW ON MARKETPLACE

    Current version: 10.0Chameleon is an advanced Post Processing blueprint actor for Unreal Engine 4. You will need to place only one Chameleon actor on your scene to access all of its benefits.
    Chameleon currently has 70 different (and combinable) post process effects with customizable parameters and planned to be updated constantly with new effects.



    Click here for a list of all effects



    Effect requests from the community would be appreciated!

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    ▼ Changelog

     
    Spoiler



    CHAMELEON IS NOT BACKWARDS COMPATIBLE.

    PACKAGE UPDATES ARE INTENDED TO BE USED AND DEVELOPED WITH THE LATEST STABLE UNREAL ENGINE VERSION AVAILABLE ON THE RELEASE TIME OF THAT PACKAGE. IF YOU WANT TO GET THE LATEST FEATURES THAT CHAMELEON OFFERS, PLEASE USE THE LATEST ENGINE VERSION.
    Last edited by SumFXSupport; 01-31-2019, 11:38 AM.

  • replied
    Originally posted by Meledoor View Post
    Hi, everyone! Please say me, how create custom effect? I have post process material, but original functions for new material don't work
    Sorry for my english
    Hi,

    What do you mean by custom effect? Can you give me an example?

    Leave a comment:


  • replied
    Originally posted by QuasiBerrry View Post
    Is the "Toon Shading" effect the only way to get an outline around models? If so, is there a way to get it to play nice with Masked materials and the DitherTemporalAA material node (faked transparency)? The ice cube on the left is with Chameleon off and the right is with it turned on. I assume its applying the outline around each opaque pixel...any way around this? If I set the material to Translucent the effect isn't applied to it all, which is fine by me but I want to avoid using the Translucent material for performance.
    You are right about applying the outline to each opaque pixel, so it's not working fine with the dithering. It's also not working with the translucent materials since the depth information is altered. You may want to try "Edge Detect" effect with the stencil masking option. This effect has nothing to do with the depth information and all computing is done on the final image. And please let me know if it works.

    Leave a comment:


  • replied
    Hi, everyone! Please say me, how create custom effect? I have post process material, but original functions for new material don't work
    Sorry for my english

    Leave a comment:


  • replied
    Is the "Toon Shading" effect the only way to get an outline around models? If so, is there a way to get it to play nice with Masked materials and the DitherTemporalAA material node (faked transparency)? The ice cube on the left is with Chameleon off and the right is with it turned on. I assume its applying the outline around each opaque pixel...any way around this? If I set the material to Translucent the effect isn't applied to it all, which is fine by me but I want to avoid using the Translucent material for performance.

    Leave a comment:


  • replied
    Originally posted by frostic View Post
    nevermind i had added a "recipe" to my level and that does not work. fixed the issue myself. this is soo amazing thank you for this!
    Happy to hear that. I hope it would help you with your project.

    Leave a comment:


  • replied
    nevermind i had added a "recipe" to my level and that does not work. fixed the issue myself. this is soo amazing thank you for this!
    Last edited by frostic; 06-21-2019, 04:50 AM.

    Leave a comment:


  • replied
    Originally posted by SumFX View Post

    Unfortunately, LOOK! CGP presets doesn't support the masking at the moment. It's not impossible to do but Chameleon doesn't have support for this.
    I see. Well, maybe theres another way to make this work.
    When you press V, everything goes black and white except meat and water that I would like to keep them coloured.
    Can it be done with custom depth?
    Thnx

    Leave a comment:


  • replied
    Originally posted by gon. View Post

    I need to set LOOK pressets to any of the black and white options except for some actors which should stay in colour.
    Does it work as you said in the answer to xpgained?
    If not, how can I get that result?
    Thank you SumFX
    Unfortunately, LOOK! CGP presets doesn't support the masking at the moment. It's not impossible to do but Chameleon doesn't have support for this.

    Leave a comment:


  • replied
    NVM figured the whole thing out

    Leave a comment:


  • replied
    Originally posted by SumFX View Post

    Hi,

    Trying unchecking the "Unbound" option in the recipe's settings. Please let me know if it works.
    SumFX I figured out that the recipe blueprints are using a radius check. But if I use the chameleon base blueprint this works exactly the way I want.
    Is there any way to make the effects ignore the player actor? So that I could use Haunted but without it drawing over the player.
    Last edited by Slimwaffle; 06-12-2019, 10:31 PM.

    Leave a comment:


  • replied
    Originally posted by SumFX View Post

    You need to enable custom depth stencil in your project settings. After that, you can apply almost all of the effects to actors with the specific stencil ID(s). All effects have an "advanced" section (dropdown) in the details window. You will find the masking options there but first, -as I said earlier- 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.
    I need to set LOOK pressets to any of the black and white options except for some actors which should stay in colour.
    Does it work as you said in the answer to xpgained?
    If not, how can I get that result?
    Thank you SumFX

    Leave a comment:


  • replied
    Originally posted by xpgained View Post
    Hey guys, I love the effects. I love the color grading! The problem I'm having is understanding how to use this to enable effects on single objects and not the whole scene. Can someone describe the workflow for me, or send me to some training material so I can figure this out? Thanks for the help in advance. For example I want to be able to apply the glitch effect to a box in my scene and nothing else.
    You need to enable custom depth stencil in your project settings. After that, you can apply almost all of the effects to actors with the specific stencil ID(s). All effects have an "advanced" section (dropdown) in the details window. You will find the masking options there but first, -as I said earlier- 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.

    Leave a comment:


  • replied
    Originally posted by DsyD View Post
    If I'm only going to be using a small number of effects, is it possible to remove some from the Chameleon actor in order to reduce package size?
    There's no out-of-the-box way for this. You would need to modify the Chameleon blueprint and materials you want to use.

    Leave a comment:


  • replied
    If I'm only going to be using a small number of effects, is it possible to remove some from the Chameleon actor in order to reduce package size?

    Leave a comment:

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