UDK Hologram Material

14 replies [Last post]
JBaldwin's picture
Posts: 2162

Had some free time today so I decided to do a hologram material in udk. I had never attempted one before so this was pretty fun. 

-Jeremy-

metalliandy's picture
Posts: 3188

Awesome job, mate Laughing out loud

Thanks for the detailed breakdown.

Promoted!

Oniram's picture
Posts: 151

awesome job jeremy. thanks for the share. Laughing out loud

JBaldwin's picture
Posts: 2162

Yep no worries.

-Jeremy-

passerby's picture
Posts: 2

i cant tell from the small udk thumbnails, but are your source texture for different elements completely clean of distortion and scanlines and it's all added in with masks, and noise in the shader, or did you mess up the source texture a bit first too?

 great work by the way, goes a lot farther than most people would take a holograph shader. 

JBaldwin's picture
Posts: 2162

None of the source tex(s) were distorted or modified. They are all gray scale images packed into the RGB Channels. All special effects were shader based.

-Jeremy-

Utility's picture

Wicked material! Did you only use a plane? We're trying to figure out how you got the material to appear to have depth. Thanks!

Utility's picture

Hi, your tutorial is kind of confusing in some places- Some of the pictures are cut off and don't explain what's going on very clearly. On the Distort section, where do you plug in your cloud texture? And on the Disrupt section, how did you make the lines? I'm confused on what exactly the texture looks like- did you just make a simple line as the texture, or the red and blue parts as well? Thank you.

JBaldwin's picture
Posts: 2162

@ Utility - Yeah its just on a plane. I used a series of Bump Offset (parallax mapping)

@ VroomBroom - It is a simple 4 Pixel wide line. The Colors were added later on. The cloud texture is controlled with a constant 1 vector (0 being no distortion, 1 being max distortion) and then plugged that into the UV's of my Texture Sample.
 - It is important to note that you may need to incorporate an ADD node with an additional TexCoord Node with the Distortion Texture. Then plug the result into your UV's of your Texture sample. This will give you extra control of the TexCoordinates.

-Jeremy-

instg8r's picture
Posts: 109

Hi ceribral!

Thanks for posting this! I wasn't able to duplicate the "broken" effect, but I was able to pull a lot of neat things from it and incorporate it into a material we're using for our student game. I finally learned what "sine" can do and got some pretty cool things happening by using various parts of your material set up. 

Question: What effect does the multiply have on the two time/sine/clamp node setups?

Thanks again for sharing this!

Katie Sabin

www.4dgames.us

3D Artist | Raven Software

mikey.f.1988's picture
Posts: 2

Fantastic Material you have there, looks great...

Was wondering if its not too much trouble could we get a copy of the textures you used here, or a picture of them with the different channels. would love to have a go at recreating this however think i would struggle with getting the textures right Sad help would be much appreciated :) 

Thanks 

Mike

mikey.f.1988's picture
Posts: 2

Fantastic Material you have there, looks great...

Was wondering if its not too much trouble could we get a copy of the textures you used here, or a picture of them with the different channels. would love to have a go at recreating this however think i would struggle with getting the textures right Sad help would be much appreciated :) 

Thanks 

Mike

Utility's picture

Hello.Thank you for the tutorial.Would this work for a SWF (flash file)?

kaze369's picture
Posts: 362

Thanks for posting this material. is this material 2 sided?

kaze369's picture
Posts: 362

Thanks for posting this material. is this material 2 sided?