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IanHubert
IanHubert

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Hologram Shader Breakdown

I don't do too many holograms (I did them so much when I was a teenager I always felt I used up my quota :P), but I really enjoyed adding all the unnecessary little AR bits in Tears of Steel here, and thought it might be fun to have a similar treatment for some of the gauges and displays in the spaceship cockpit I've been working on; holograms "wrapped" over old B-29 bomber gauges and stuff?? That sounds cool.  


So I did some experiments with parallax and texture coordinate distortion, and I was pleasantly surprised by the result! I'll be uploading the hologram shader asset in a bit here- but until then, here's the breakdown.


Also- I don't get too far into the parallax side of things in the video, but here's a great tutorial by Feline Entity for getting started:
Simple Parallax in Blender 2.9
And this one's cool for "interior mapping"
Interior Mapping Explained

Hologram Shader Breakdown

Comments

the same for me, i'm right now trying on blender 2.92, then 2.91 and 2.90

guillaume dubosq

just saw the Fringe preview and thought to myself, I've seen those holograms before!!!

it doesn't work for me. I don't understand why. I insert a simple image but it doesn't show me the effect. do i need to activate any addons?

The prospect of that episode off he original series just made me so excited I hyperventilated, choked and started coughing insanely loud. Dude! Fuck yes!!!! Now my chest hurts, in a good way. Plus it looks amazing, with the super speed… or teleporting?… wall jumping thing going on! Also, I never realised that the bird costumes that you’ve shown us a few times before, for Instance in the Episode 6 BTS video was for Dynamo. I figured it was someone else’s thing, maybe a music video or a short film. Awesome, I hope it’s like an alien species or something!

Lukas Sprehn

Beautiful. I love that you always do something really cool to showcase any technique. Thank you for sharing this!

Pablo Nicolas

wow. This SHOULD be useful in some way...

Pablo Nicolas

OH! That makes sense! Thanks for that! :D

Ian Hubert

Oooo- that just made me play around with the refraction shader. If you set the IQR to 1000 it's just an orthogonal view of whatever's behind it! Dunno how useful that is, but kinda cool!

Ian Hubert

Hmmm, I always wondered what that "Incoming" vector was for. I'll try it out on a fake lens (plane object) by using it to modify a Refraction shader... should give me depth offset for flares

David McSween

IAN MAN.. you get me exited everytime!!! i've been improving my skillset by so much because of you. Thanks for letting us borrow your brain once in a while. Already refreshing patreon for the next video much love <3

Stormdavinci

Results are awesome as usual Ian... my brain hurts now... Your enthusiasm for this is infectious... it reminds me of an old guy I knew in my local pub, back in the early 90's who used talk excitedly about all kinds of clever things... we called him "Professor Chuffles"... I think I'll be thinking of him every time I watch this... 'cause I will have to watch it MANY MORE... times, cheers Prof!!

Doug Brown

I love how many levers you're giving yourself in your node setups, so it's not just the math, but now it's all sliders and artistic control. "Wiggle it until it looks right" is still the ultimate principle behind making art.

Lonnon Foster

Looking good. Can't wait to give it a go. As far as the gradient starting 0.0 I think if you plug in the OBJECT instead of the UV it centres it (i think) not a computer to confirm. Cheers Ian.

Hey Ian. Once you've made something like that, what do you find is the best way to store it so you have it to hand for future projects. I've experimented with saving a bunch of useful node groups in the start-up file, or keeping them in a material in my asset browser that I can drag into a project, after which point they appear in the add menu in the shader editor, but I feel like I'm ending up with too many materials and node groups that it gets messy. Are you appending or copying stuff like this into new projects when you need it, or do you have some method to keep a handle on the materials and node groups that you use in lots of projects so things don't get out of hand? Great tutorial, by the way. I was looking forward to this one after I saw the bits you put up on instagram. Didn't disappoint.

Paul Richmond

This is really useful. Any chance of a similar breakdown for your water shader?

Now I can finally realise my dreams of a city that is only holograms!

Felicia White

Hot diggity damn this is some suave procedural madness! Love it

Chris Alldridge

Very nice tutorial. I have many ideas running through my head.

That's true! That's what I would have done in the past! Some of those input textures can be pretty heavy computationally, and I've noticed significant increases in the shader build-time when I use the wave texture in particular, and since all I wanted was horizontal lines, I figured this might be a bit more efficient.

Ian Hubert

for the scan lines you couldve just used a wave texture with high scale and 0 distortion

Yeah! I'll upload it later this evening! I still want to optimize/document it a little bit.

Ian Hubert

can we get a download ?

This is amazing. I was just trying to find some tutorials on how to do exactly this. Your timing is impeccable! Thank you!

Cory Reeve


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