Make a Hologram Material in UE5

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  • Опубликовано: 4 фев 2025

Комментарии • 13

  • @MichaelHickman-g7c
    @MichaelHickman-g7c 5 месяцев назад

    great tutorial... im trying to fill in the spots that got cut out... but I think some of my values are off...

  • @xxspecterxx
    @xxspecterxx 16 дней назад +1

    so can i also add an image texture and it work ok?

    • @UnrealDevHub
      @UnrealDevHub  14 дней назад +1

      Yes. You can use any texture for the "noise" map. In this instance, I used that texture to create a smoky/foggy effect. You could use another texture to create different looks.

  • @echolitis
    @echolitis Год назад

    Why the first time you preview mine isn’t moving it’s the the same as yours…

  • @2012JRB
    @2012JRB 4 месяца назад +1

    how would i do it to make it scroll to the right?

    • @UnrealDevHub
      @UnrealDevHub  4 месяца назад

      You’d set the X Speed value to a value that is greater than 0 that we added to the texture coordinates and making the Y Speed value = 0.
      It depends on your UV mapping though - you could do a word aligned texture to make it scroll to the right regardless of your UV mapping.

    • @2012JRB
      @2012JRB 4 месяца назад

      @@UnrealDevHub are you talking about the smoke? I figured out how to make that scroll to the right it's the lines they scroll up and i want them to scroll to the right. On the texCoord we multiplied that by the UVScaleBands.I guess I'm misunderstanding what you are saying.

  • @richardchipstick235
    @richardchipstick235 Год назад

    Hi, I've been looking for a really good Hologram Material for a while now, I've bought a couple of different ones on the Marketplace, I gone through a couple of tutorials by well established You Tubers, but none of them really "Cut the Mustard" so when I saw the image of your Hologram Material on that character, that was what I was after, it looks Fantastic, however the tutorial proved a little bit challenging, but I finally cracked it by following how you did it...But after creating it and playing around with all those Band 1 and Band 2 Parameters and the Global Scale Parameter Values in the Material Instance, I just cannot get it to look like that Fantastic looking image you show at the start of the tutorial, so could you tell me please, If I followed the tutorial 100% correctly (which I really believe I have) would I be able to get the sort of lovely clean vibrant result you have ended up with, even trying to replicate the same lighting conditions as you, or are there some other factors involved in getting this exact same result. Thank You

    • @UnrealDevHub
      @UnrealDevHub  Год назад +1

      Hi @richardchipstick235 - The example at the beginning is just a combination of moving the sliders around. I will admit - low light does improve the visibility of the material dramatically. Finding the perfect Fresnel value is probably the most important part, and in this situation, a combination of high and low width valuesfor the Band 1 and Band 2 width parameters should give you a similar result.

    • @richardchipstick235
      @richardchipstick235 Год назад

      Thank you very much for the very quick reply, am working on tweaking it right now as per your answer, Thanks@@UnrealDevHub

  • @TheTgolProductions
    @TheTgolProductions Год назад

    why did you skip the part where you make the fresnel section of the blueprint? Not a big deal as it is easy enough to copy by just looking at it.

    • @UnrealDevHub
      @UnrealDevHub  Год назад

      Editing mistake, YT doesn’t allow you to reupload unfortunately.

  • @zobzoby2183
    @zobzoby2183 3 месяца назад

    This just crash... Well done.