Hey guys,
I'm using Maya 2012 and I had a couple of questions regarding shaders:
First of all, how can I produce a hologram shader like the one in this cinematic starting at roughly 1:00min in. [ame="
http://www.youtube.com/watch?v=7shAQeCHPIg"]StarCraft 2: Opening Assault on Char in 1080p - YouTube[/ame] I don't really care about the head splitting into 3 different heads on the x axis at random intervals, and more about the scan lines that are racing across the face.
The second shader I'm looking into making is a cloaking shader like the one seen in this video at 0:20min and again at 2:10min as well as in the second one at 1:30min. [ame="
http://www.youtube.com/watch?v=G3ZiBkotXlQ"]Starcraft 2 Game Cinematic HD (8/18) (Spectre Route) - A Better Tomorrow.avi - YouTube[/ame] [ame="
http://www.youtube.com/watch?v=DSnihdfh7kg"]Starcraft II: WoL - Nova - Cinematic - YouTube[/ame] The way I thought about approaching this one was to use 3 different shaders, the normal one, a grid or beehive shader and a glowing red material. Then, using animated facing ratios I'd run each texture over the body from the core to the edges of the model. For example, for decloaking, all you'd see at first is a red glow that moves outward from the point of origin and races to the visible edges of the model followed closely by the beehive texture doing the same motion which lastly is replaced by the actual texture. This was just my initial idea and I'm very open to any and all ideas that you guys have because chances are you're much more experience in this than me
The third question is a bit simpler:
Is there a process similar to this tutorial (
http://blenderartists.org/forum/showthread.php?149648-Fake-easy-rim-shader-for-game-engine) for Maya where you can map a circular texture to an object to create the illusion of back lighting?
Thanks in advance!
Replies
the holograph shader are extremely easy to make in udk and pretty cheap too.
you mention maya but im kinda confused why you would want the effect in olny maya.
the cloaking is very easy in udk also but i really cant continue on with more till i know what game engine your making stuff for.
this way you dont have to render out the effect every time you want to change something.
just a solid black and white to fit ontop of your original footage and then add a ton of effects on it.
so you'd basically have 4 footages layered over another:
CloakEffect
Character
Shadows
Background
You'd need to time the fade in and fade out of all those layers coorectly then...
What about the other two things I asked about, making a rim shader from a circular texture and the holo effect? Anybody got any more ideas/suggestions for me?