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
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
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
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