Hello everyone! I’ve been around for a little bit now (quietly ), so I thought it was time for me to join in the sketch fun. I thought I’d make a glitchy style hologram. Here’s what I have so far:
Right now I’ve just done some material work, but I’m planning to add some supplementary particle effects later. I’ll post updates or variations as I make progress.
Main changes made:
-No more rendering internal faces (huge thanks to @Kanoba and the linked tutorial by Tom Looman for that)
-Lines are scaled in screen space and not local space, helping it look better at a distance.
-Added activation and deactivation stages
-Added some vertex offset fun
Next things I’m planning to do:
-Add some particles to spice it up (emission rays, maybe some sparky bits, etc.)
-Add zooming and panning functions
-Build some variations
You may have already thought about this and are incorporating it into your | variation | pass, but its worth mentioning. The scan lines seem very bold on the ambient state. Perhaps making them thinner and less opaque in the primary space of the object. You could then add a secondary micro detail for elegant complexity.
One of the things I do to gauge a successful hologram effect is to stare at it for 30-60 seconds. If my eyes are still fairly relaxed at the end, it is successful. If my eyes begin to feel strain, I try to make adjustments.
Final Update! Since it’s the end of the month. Didn’t quite get everything I wanted, but that’s how it goes, right? Anyway, I added particles to it and then I built out a few variations. Everything shown is the same material (even the particles); All the variation is done through material instances. Up first is the classic look:
Then I made a corrupted hologram look:
After that I built a prime condition hologram (apologies for the GIF quality, particularly on this one):
Lastly, I did one on a fluid sim geometry cache, since the material doesn’t need any UV mapping to work.
Anyway, it’s been fun making this! Hope you all like it.