Spudnik
10-02-2011, 03:51 PM
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. StarCraft 2: Opening Assault on Char in 1080p - YouTube 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. Starcraft 2 Game Cinematic HD (8/18) (Spectre Route) - A Better Tomorrow.avi - YouTube Starcraft II: WoL - Nova - Cinematic - YouTube 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!
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. StarCraft 2: Opening Assault on Char in 1080p - YouTube 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. Starcraft 2 Game Cinematic HD (8/18) (Spectre Route) - A Better Tomorrow.avi - YouTube Starcraft II: WoL - Nova - Cinematic - YouTube 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!