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  1. #1

    Lightbulb Realistic technique to render holograms

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    Last edited by =Natural[auses=; 05-30-2012 at 08:39 PM. Reason: REMOVED

  2. #2
    Redeemer
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    I'm working on projects without a team (mostly because most of them are fighting about what we should work on still), not that bad. It's actually kind of nice because no one else has a say in what they think should be done, because it's gets confusing then. I have three... using a different engine for them though because it's multiplayer system is easier for what I'm doing.

    Anyway, cool way to go about it. Does it suck up a lot of power?

  3. #3

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    That turned out rather nice. Are you going to flat out release the source? I might be interested in helping expand on it.

  4. #4
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    yep that very good...Well done .

  5. #5

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    Regarding performance, i did some tests just now and there's indeed an FPS drop. Calculations for camera position are just ordinary vector additions/substructions, so it's not it. Shader itself can look a bit scary as a graph, but i only sample 3 textures and only one of them is in color. The most expensive thing in that shader is probably DepthBiasedAlpha node. However when i tried using simpler shader FPS didn't improve. The real performance hog is the rendering to texture itself. I'm loosing 10-12 fps just because of it. The reason why is because i'm using a high res texture target, it's full blown 1024x1024. I tried using a smaller texture 256x256, FPS raised only by 4 and it looked more like pixel art than a hologram . I think i can live with a 10 drop.

    If there's interest in it, I'll post the code after I add some additional functionality. The class is quite simple, it's all about knowing "what to call" and "where to get", the rest is simple vector math. I'm planning to make it more controllable from kismet, like switching between booths/screens, disabling/activating. Also i need a better place to sample current camera position, right now i'm getting it out of UTPlayerController, and it's not very universial.

  6. #6
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    Really nice work! Haven't got anything to say, it's perfect as it is.
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  7. #7
    Redeemer
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    Lol, you should have seen my reaction was I watched it. At first I was like... um looks like a plain shaded model to me, is this guy nuts? Then I went... yah ok I guess it's sort of like a hologram, but that's pretty much just transparent. Then I went ok, that's more like a hologram, the flicker effect is pretty cool, probably just some distortion... then you did the bonus room and I went wow ok, nevermind, that's pretty #$#$%'n awesome. Well done man, really really awesome.
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  8. #8
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    Really impressive mate! How did you lock the camera to a vector path, Kismet or unrealScript?
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  9. #9
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    Quote Originally Posted by danimal' View Post
    Lol, you should have seen my reaction was I watched it. At first I was like... um looks like a plain shaded model to me, is this guy nuts? Then I went... yah ok I guess it's sort of like a hologram, but that's pretty much just transparent. Then I went ok, that's more like a hologram, the flicker effect is pretty cool, probably just some distortion... then you did the bonus room and I went wow ok, nevermind, that's pretty #$#$%'n awesome. Well done man, really really awesome.
    Get out of my head, that was MY thoughts!




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  10. #10

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    Last edited by =Natural[auses=; 05-30-2012 at 08:40 PM.

  11. #11
    Iron Guard
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    Very nice work !
    Ingenious !
    Sorry for my bad English, it's not my native language.
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  12. #12
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    Very impresive work UnspoiledWalnut! it looks great.

  13. #13

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    =Natural[auses= this is AWESOMEEEE if you find a way to implement it in-game pm me plz cuase i will really gona need this cause my game is on a futuristic new york

  14. #14
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    Quote Originally Posted by Shelke View Post
    Very impresive work UnspoiledWalnut! it looks great.
    Not me, I just responded to it. =Natural[auses= work here.

  15. #15
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    Quote Originally Posted by danimal' View Post
    Lol, you should have seen my reaction was I watched it. At first I was like... um looks like a plain shaded model to me, is this guy nuts? Then I went... yah ok I guess it's sort of like a hologram, but that's pretty much just transparent. Then I went ok, that's more like a hologram, the flicker effect is pretty cool, probably just some distortion... then you did the bonus room and I went wow ok, nevermind, that's pretty #$#$%'n awesome. Well done man, really really awesome.
    ^what he said

    WOW...nice work son...

  16. #16

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    It turned out very nice.
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  17. #17
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    Nice! Thats very impressive. I'm working on a sci-fi game as well, and that would make for a very interesting technique to use.

    Thanks for sharing!

  18. #18
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    VERY awesome. Imagine fighting a gang of holograms in a zelda/DMC type of game. This is an awesome technique. thanks for sharing!

  19. #19
    Redeemer
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    So how would this work if you had them moving? Is the camera set to track the target?

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    Ahh that makes sense. As soon as Epic decide to stop pushing back the bluddy release date for the unrealScript the sooner I can attempt cool stuff like this. Anyway, keep it up!
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  21. #21
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    Quote Originally Posted by UnspoiledWalnut View Post
    So how would this work if you had them moving? Is the camera set to track the target?
    Well, the animations would play on the target mesh and the sprite would move. Not too difficult. would require a lot of scripting to get a hologram enemy working, but it would be awesome!

  22. #22
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    Quote Originally Posted by UnspoiledWalnut View Post
    Not me, I just responded to it. =Natural[auses= work here.
    haha, my bad. didn't scroll up enough.

    Ahem. Good work =Natural[auses=!

    Quote Originally Posted by Piranhi
    Ahh that makes sense. As soon as Epic decide to stop pushing back the bluddy release date for the unrealScript the sooner I can attempt cool stuff like this. Anyway, keep it up!
    what do you mean by this?

  23. #23
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    I missed out the word 'book', the Mastering Unreal one.
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  24. #24

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    can you write here a full code of this hologram , please im realy need this

  25. #25
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    ^ LOL

    ... Oh and could you shine my shoes and walk my dog too?

    Awesome effect man. If you do decide to do a tutorial on the basics that would be cool...

    the gimme-gimme's never cease to surprise me...

  26. #26
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    brilliant
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  27. #27
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    Lol, you should have seen my reaction was I watched it. At first I was like... um looks like a plain shaded model to me, is this guy nuts? Then I went... yah ok I guess it's sort of like a hologram, but that's pretty much just transparent. Then I went ok, that's more like a hologram, the flicker effect is pretty cool, probably just some distortion... then you did the bonus room and I went wow ok, nevermind, that's pretty #$#$%'n awesome. Well done man, really really awesome.
    I don't think anyone could of put it better. I hope to see a tutorial of this sometime in the future, this could benefit the many!

  28. #28

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    Quote Originally Posted by BloodReyvyn View Post
    ^ LOL

    ... Oh and could you shine my shoes and walk my dog too?

    Awesome effect man. If you do decide to do a tutorial on the basics that would be cool...

    the gimme-gimme's never cease to surprise me...

    what is fun ?
    maybe I can is not correct was expressed but I asked to lay out a code, instead of ordered or something something like that
    and im shure what The majority of people in this thread as wish to see a code too

  29. #29

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    really nice trick !

  30. #30
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    Quote Originally Posted by joker_47 View Post
    im shure what The majority of people in this thread as wish to see a code too
    Personally I'd prefer the satisfaction of figuring it out for myself, guess I'm part of a dying breed in that respect...

  31. #31
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    Personally I'd prefer the satisfaction of figuring it out for myself, guess I'm part of a dying breed in that respect...
    Nah your not, it's just stuff like this is beyond the average modder, it's nice to know stuff like this.

  32. #32
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    Hey guys just attempted this, boy is it confusing.

    All i want is a hologram effect on one of my models, i dont really need the model to move or the hologram to change colour when something is shot or anything fancy like that. Id just like to have the hologram-ish texture applied to my model.

    Anyway i copied the material setup exactly, and its not working. When i click the green tick in the material editor to apply the changes, im getting an error in red writing in the top left corner of my material editor screen. It says "Arithmetic between types float3 and float2 are undefined."

    Does anyone know what this means? Does anyone know how i can fix this?

    Also, naturalcauses has posted his material setup, does anyone know which node it links into? The node its linked too is cropped out of the image. Blend and lighting type would also be good if you knew thanks guys.
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  33. #33
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    All I can say is Amazing Work! I'd love to be able to implement something like this in my project as I've got it planned out to be heavy in visuals similar to this (think of the background view screens and such from Blade Runner only as Holograms). You, sir, have done excellent work.

  34. #34
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    Excellent work...Master Jedi

  35. #35
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    That is one hell of a nice rendering method for holograms, i wasnt massivly impressed untill you opened the "bonus room" and showed how it was done, thats really immense/massivly above average work buddy. nice going =)

    *also, thanks for including a shot of your final material, thats a nice addition for anyone who wants to replicate this

  36. #36

    Exclamation UPDATE.. kind of

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    Last edited by =Natural[auses=; 05-30-2012 at 08:40 PM. Reason: [REMOVED]

  37. #37

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    thank you for information and sharing, i'm not interested in holograms but its still so informative.

  38. #38
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    OK so ive copied your mat setup to the tee, how should i re-arrange it so that it CAN be applied to a 3d model?

    The reason i ask this is that i dont need another version of the model to be filmed by a camera or anything like that involving uscript. Id just like to know how to render out the colours and effects onto a 3d model of my own.

    Also, is there any way i can find out which nodes are causing error?
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