Hologram Materials – Install (In Extreme PBR Nexus)

Install and Use Into Extreme PBR Nexus Video Tutorial:

A new library of hologram and light ray materials was recently released, as an expansion of Extreme PBR or ready for the asset browser.

Once purchased, to install it press Options > Library Management > Add Library

Set a name for the new Library, i.e. Holograms

Press Choose path and select the folder

Double click on the folder to open it, then press the “Choose path” button

You will find the new Library in the Libraries dropdown menu

Once selected you’ll have access to all different Hologram and Light Rays materials

Hologram Materials – Edit

Youtube Tutorial:

Every Hologram material has lots of parameters to customize the effect

You can change the colors and the emission strenght

You can set the blending between the Grid and the Contour area, trim the sharpness of the blending area, set the transparency setting of Eevee material, fade the faces with inverted normals

You can set the scale of the grid, its thickness and rotation

All Hologram materials are animated by a texture. Press play and trim the strenght, the range, the scale and the speed of the animation

The effect can be binded to Camera coordinates, UV coordinates or World coordinates

Hologram Materials – Glitch

On top of texture animation you can add a Glitch effect, which will turn off some bands of the model on a random fashion or even shut down the whole material

Glc Speed (Full) is the base value of the speed of the whole Glitch effect. Glc Shutting down is the amount of the total shutdown of the material

Glc OSC Noise scale is a multiplier of the overall speed. Glc Phase shifts in time the noise. Glc Bands speed controls the speed of bands only

Glc Bands Strenght controls the strenght of the Bands effect. Glc Bands scale sets the scale of the bands

Glc Bands Thickness sets the proportions between bands and unaffected areas. Glc Bands distorsion adds a stretching distortion to make the bands less readable

If the material is applied to more than one object, you can activate the Glc Random Per Object function, to differenziate the Fx’s

The Glc World Coordinate button anchors the glitches to the world coordinates

Holograms – Asset Library – Install (Asset Browser)

Install And use into Asset Browser tutorial:

Save your Cyber Holograms.zip file in a location other than your previous Asset Library folder, then unzip it

In Blender, go to edit menu > preferences > File paths and click on the plus button to add an Asset Library

Locate the Cyber Hologram Assets folder

Double click to open it and then press the Add Asset Library button

Close the Preferences window and open an Asset Browser window

Holograms – Asset Library – Use

Open an Asset Browser window and switch from Current File to Cyber Hologram Assets

The new library is divided into four sections: Materials Holograms, material Lights, Node groups Holograms and Node Groups Lights

Select the Materials Holograms section and simply drag and drop an Hologram material onto your model

Under material properties tab you can find all controls to customize the effect

Every material has its own parameters. In this example you can define the colors of both hexagonal grid and contour, and set the emission strenght

Be aware that in Eevee the emission will not illuminate others objects in your scene

Three sliders control the blend between the two colors. Set Blend F min and Blend F max values close each other in order to get a sharp transition

You can control the transparency of the material, the transparency of the backfaces, the scale, thickness and rotation of the grid

The material is animated by a noise texture: press play in the timeline in order to see the effect

You can define the strenght of the noise animation, its range of action (proportion between affected and unaffected areas), its scale and its animation speed

The material can be anchored to Camera, UV or World Coordinates, instead of default Generated Local Coordinates.

Set one of thoose parameters to 1 in order to activate it

On top of the noise animation, you can activate another animation named Glitch, which consist of a serie of horizontal bands interferring with the effect

Glitch On activates the animation, Glc Speed (Full) is the base for the speed of the full glitch fx, Glc Shutting Down adds a random complete shutdown of the material

Glc OSC noise scale is a multiplier for the base speed, Glc Phase shifts in time the noise speed, Glc Bands Speed controls the speed of bands only

Glc Bands Strenght sets the amount of the speed effect, Glc Bands Scale controls the scale of the bands, Glc Bands Thickness is the proportion between bands and unaffected areas

Glc Bands Distortion makes the bands less readable, Glc Random per object lets you have different appearance on different objects, lastly you can hook the bands to World Coordinates

Drag and drop a new hologram material to swap it with the previous one

Cyber Holograms Lights work in a very similar way, simply choose an appropriate base mesh, like cones, semispheres and the like

Hologram – Asset Library – Nodes

How to use The Node Groups from Asset Browser:

The group nodes are used if you do not have Extreme PBR, this allows you to mix through the nodes available in the Cyber Holograms asset browser, your material to a Hologram, creating a gradient effect:

In this example the robot has 2 materials

Open an Asset Browser window, select the Cyber ​​Hologram Assets library

Expand the Node Groups category, choose Holograms, drag the Holo Hexa SHD node into the shader editor window

By superimposing the new node on the link leading to the Material Output, the connection will be automatic

Do the same on the second material

To edit the parameters, select the Holo Hexa node and press TAB to show the nodes contained within it

Set the parameters as you like, as demonstrated in the related tutorials

The changes will affect both materials

The second node, Shader Gradient Glitch, controls the parameters by which the effect is blended with the previous material

It is possible to set the position of the separation line, rotate it, establish the type and quantity of blending

Keeping the From Min and From Max parameters close to each other the separation will be sharp

The Strength value is added globally to the gradient, allowing for further animatable effects

It is possible to anchor the gradient to world coordinates instead of local ones

Here too it is possible to introduce an additional glitch effect, with the usual parameters

If you want to add the same effect but different settings, use “Append” instead of “Append Reuse Data” before dragging

Every parameter can be animated!

Now you can animate the transition hovering over the Location Value and pressing the I key to Insert a keyframe