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Hologram effect in blender 3d

teacher avatar Nityam Patel

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:53

    • 2.

      Applying Hologram material to object

      11:05

    • 3.

      Giving shaking animation to the Hologram material in Graph

      7:36

    • 4.

      Creating scenery for hologram object

      9:29

    • 5.

      Applying some materials to scenery

      10:36

    • 6.

      Setting up camera and object movement by keyframes

      8:37

    • 7.

      Render and output settings

      3:00

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About This Class

Welcome to the creation of stunning 3D hologram effects using Blender! In this comprehensive six-episode series, you'll learning the art of creation captivating holographic visuals effect.

In Episode 1, you'll dive straight into the fundamentals as we apply hologram materials to objects, and also learning of node in material. Then, in Episode 2, we'll infuse life into our holograms by incorporating dynamic shaking animations using graphs, adding depth and realism to our creations. In Episode 3, we shift focus to building a breathtaking scenery to complement our holographic display, followed by Episode 4 where we'll meticulously apply materials to enhance the visual appeal of our environment. In Episode 5 marks a pivotal moment, camera angles, and object movements to elevate our holographic experience to new heights and also learning about the basic animation using keyframe. Finally, in Episode 6, we'll wrap up by delving into rendering and output settings, ensuring that your final product shines in all its holographic glory.

By the end of this class, you'll have the skills and knowledge to produce mesmerizing 3D hologram effects. Join me on this creative journey, and let's bring your holographic visions to life!

Drop a comment below and let me know what you think about this one!

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Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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Transcripts

1. Introduction: Hey guys, welcome to the new series of hologram effect. In this new class, I will teach you about how you can create the hologram effect in blender. Here the class is divided into the six episode. In the first episode, I will show you how to apply the hologram material to object. And also explain how each node can work. In second episode, we will give you the life to hologram object by using seking animation in graph. And I also show you how different animation is performed by putting each value in the graph. In the third and fourth episode, I will show you how we create the scenery so it will create delusion of creating the hologram effect. In the fifth episode, I will show you a camera movement and object movement and also teach you how it can be performed by the key frame. And at the last, I will show you the render setting for the animation. So let's dive in twin and meet you in the first episode. 2. Applying Hologram material to object: In this episode, I'm going to show you how to make a hologram material. I am currently in V engine. I am selecting the cube and camera and press X to delete it. Now I'm adding a plane and praise to scale it. Now I'm rotate in the only Y detection. I press R Y and praise 90. Now I grab the plane by only in X direction, a little bit more behind and just the size by pressing. Now I'm going to give the hologram effect in monkey's head. If you want to give one of your object, you can give it. I rotate the monkey in that direction by pressing R and 90 at the left corner, you can see the rotation property where you can change the angle, whatever you need. Now I'm going to apply the hologram material. So select the object and go to the sling menu. Okay, so I select the light and bring down a little so I can see the material will apply the proper or not. Now I first select the plane and raise the new material here, the principal SDF, in which you can change the property whatever you want. So I bring down the color to black and eliminating the lighting effect on the plane, reducing the IR level to the specular, which gives you a totally black background to see the hologram effect properly. Now select the object that has to be given the hologram effect. Now click the new material. Here the principal BSDF is not needed for the hologram effect. Select it and press to delete it. By pressing Sift, you can add a material, add two material, a transparent SDF and the emission. I will continue to explain whatever node I added as well. First of all, I would change the direction so you can see exactly which node work in which way. So now I connect the transparent SDF socket to the motel output surface socket. So we cannot see across the object right now. If I change V engine to cycle engine, we can see across the object like a transparent, the transparent node is basically used to see across the object. Why cannot we see an EV engine to go to the motical property and use blend mode to alpha blend in setting for better use dot alpha hest and take mark these two options. Now our object is become transparent in EV engine Now, same way. Connect the emission node to the material out emission node will generate the light to the surface. With the detailed strength option, if we increase the strength of the lighting, the surface light also be glow up to see better strength, go to the Render property and turn on the Bloom. The Bloom option can generate the glowing effect around the background and also turn on the Ambit exclusion option. If we increase the strength, then you can see the glowing effect around the object. Now we have to enter both the node together By pressing it, I add mix cedar node and place between them. Now I connect the emission to the bottom socket and transparent to the first one. The mix Cedar is used for mixing any two nodes together. It contains the factor value, The leftmost factor value become the transferred value, Powerful. And the rightmost is become emission and 0.5 value. Mixing both node equally from the vector value, we can adjust how powerful want to keep each node. Now I move both nodes down a bit so that I can add another node. Now by pressing Ft, I add another node which is fresnel node. Now I connect the fresnal factor to the Meek Seal Factor. Fresnal node is used when we want to give the more detail at the corner or the angle part of the object rather than the whole body. Same way you can change the R value when you want to how smooth or strong we need. By pressing right click, I said the default value and adding some other node. Now I'm adding another node which is color m. Place left to the fresnel and connect the color value to fresnel IR value. Color ramp is used for specify a color gradient based on two different colors. The value we change in fresnel by the IR that we can change by color of the color ramp. For now I'm not changing the value of any node now I'm adding another node which is noise texture place at left node. Now connect the factor value of noise texture to the factor value of color ramp. The noise texture is basically used to print a procedural noisy texture like a cloud on the surface of the object. Let me show you how noise texture print texture on a surface. I remove the socket of material output and connect the factor of noise texture to material output. You can see it create a black and white noise effect like a cloud. Here you can mess with a noise property to change the pattern detail or roughness or anything. Now, same way you can connect the color of the noise texture to the material output. Here it creates the color, foot texture instead of black and white. Same way you can change the property or detail that you want to. The noise texture is connected to the material output, just only for showing how it creates a different pattern. Now I bring back the connection to the color ramp and continue to create the material of hologram. Here I mistakenly delete the noise texture, so I bring it back and connect to the color. You can see the noise effect which you have seen before. Now I select the noise texture and press control, you can see that two nodes are connected automatically. This connection of two nodes are called Node Wrangler. If you don't have this by pressing control, simply go to the edit menu preferences and in add on search node Wingeral. If you have unchecked this option, checked it and simply trigon. Or you can manually add the two nodes mapping and a texture coordinate one by one. With the help of mapping node, you can change the location, rotation, and scale with the different ways for the hologram effect. I can change the color of emission to a sky blue or a blue type and increase the strength. It's like a glowing. It's look perfect but more glowing, I just decrease a little strength and okay like 4.4 something. And set the color ramp value like half. I just increase a little value of emission here. I'm just playing with some value until I found a perfect hologramic effect. Now for lining effect, I just changing the value of scale in the mapping. First I change all value to zero. If you want a lining in any direction, you can change the direction value to one. Like if you want in x direction. Then you can change the x value to one. Here you can see the changing of x value can give the left to right effect. Y value can give behind to front and value up to down effect, I need the Z value And change to one sizes of lining can be a change in the noise texture of the scale. Here I just increase the value of scale like 250 or 230 something. If you want to give a lining effect in x direction, then you can set the value x to one instead of here, our effect is almost completed, but I need to increase the strength at the corner. I just duplicate the fresnel and place above it here. Both the value of the fresnel will connect to the mixed to add a node which is a mixed color. Now both the socket of resnal value will connect to the mixed color. I just simply unplug the bottom one and connect to the mixed color, connect the bottom socket of fresnel value to and top one to A and connect the result into the mix cedar of the factor. Here the factor of mixed color is work as the factor of mix cedar. The more you move to the left, increase the value to factor a more you move to the right, increase the value of factor. The factor is not only the one fresnel but is the connection of the four node. Also, I just set the value like 0.6 or 0.7 or something. Now it's more the more senal to set the value, decrease the fresnel value of factor A whenever adjusting the value by mouse pi to get a detailed and slow movement. By adjusting some value, we can create a hologram material. If you like any another color or want to change some detail, you can simply change it whenever you satisfy with your project. Save it by controllers so that you do not lose your progress. In the next episode, I will show you how you can seek your material so it's look like it animated. So see you in the next class. 3. Giving shaking animation to the Hologram material in Graph: Hey guys. In this video I'm going to show you how can I do a shaking effect for a material for shaking animation, I use the graph and timeline. At the bottom, you can see the bar, I pull it up. This bar is called time line in the timeline. We can insert a multiple key frame for animation. If you hit space bar, then the timeline is start moving. At the right corner, you will see start and end here, right chain, then frame 280. This means my timeline start 1280. Basically I have 80 frame for animation. Now I will do all the sake animation inside the graph. At the right side of the box edge. When these error appear, I press tightly and click the vertical split and place the middle of the screen at the right side of the box. I open the render view and at the left side, open Editor and click on Graph Editor. At the first look, the graph is empty. We do not have any key frame inserted. We can add some couple of key frame in the material of Sading menu. Go to the Sting menu. First, we add a timeline by horizontal splint. The timeline is also added in the same way as we did in graph editor. The timeline is appear. Now we add some key frame, so it will be appear on the timeline and graph editor. I want to give you a shaking animation in the z direction, like little up and down moving, which can be done by the z value in the location of mapping. Now I'm going to cursor, keep it there, and press to insert Key Frame. Now if you select the mapping node, you can see the key frame is inserted At the same way I insert the key frame at the scale of the noise texture that makes little thinness and thickness in the lining or appear in the animation. All those little motion of this value can be automatically created by graph editor. Similarly, I will also animate some sparkle, which can be done by the emission node. I also insert a key frame for the Seking animation. It will do a little up and down movement, a little zoomingion, zoom out and the sparkle animation at the layout. I add another window of sailing menu that you don't have to go. A sling menu again and again. In the editor type I select the shedding menu. All these materials are, appear in the little window. Now if you select the mapping node at the graph editor, you can see material to whom you gave a key frame. If you place this down arrow, you can see all these three x, y, z location appear in the graph. The same way the scale value of noise text also appear in the graph. Now we want to sing animation on in direction I select the location. First I create some space and select the z location. From the graph we can simply grab it by, and you can see particular x, y, z location can also be effect on the hologramic material. But I only want I select the z location and go to the modifier section. Now I'm adding a noise modifier which can simply generate a wave form. Here X and Y location are immediately behind the Z. I simply hide it so that we cannot select it bi. Mystically. Now, if I play the animation, it will be changed its value by itself, but the value of the difference is a very little. Now, to increase its movement speed, we can increase the strength value of the noise. I change the strength value to 20. Now it will change its value more. We can see that it changed its value very quickly. At that time, each frame has contained a different value. It can be very quickly. To reduce the speed of the value, we can simply increase the scale of the noise texture. I said the scale value to the ten. I think that the value of ten is reduce the speed too much. That I just reduce the scale a little, it creates a proper animation moment. As the same way we have to give the noise effect to the scale of the noise texture and emission. This is not as tricky as it looks. There is only one basic concept in this. Whatever you want to animate inside the graph, first insert a key frame so that we can see that value inside the graph. But this value is constant now. And to give this constant value movement, we add a noise modifier so that its value go up and down. And it will appear to be animated as the same way. Select the noise texture and to the same noise effect. The value of the noise texture is high like 230, so it will be at the upper side of the graph. Now, same way, go to the modifier and add noise modifier. Here I do more moment for the scale. I just increase the strength like 100, it creates more movement. Here you can see the value go up and down is very high. To animate, slowly, I just increase the scale size. So you can see that lots of up and down value. With a slow speed, we've given the speed of its movement. Now let's give the glowing effect for animation. And it will be through by Mon order. This same effect has to be repeat again. Actually, you can also give this effect in graph editor by manually, but it takes time to repeat this movement. What if you may be increased the animation time? Then it will be a time taking machine and more confusing. Now, same way, Add the noise modifier to modifier. Add noise modifier and change the value, whatever you like. I just set the strength value to ten. You can also provide a value in your own way. If you want a blinking effect too much, then you can increase the strength value. It is now give more blinking effect, but I just set the value to ten, or maybe a 15. In the glowing effect case, I do not increase the scale value because it will not look good like this. I just set the default value one here. All three nodes of the animation can be geared. Now I don't need an shading node and graph editor. Basically, I join the area and bring back to its home layout. Now if I play the animation, we can see that the shaking effect inside the object, that's how you can create the shaking effect for hologram material. Do not forget to save the file after you made the progress. In the next episode, I will show you how to make a scenery. Meet you in the next class. 4. Creating scenery for hologram object: Hey guys, in this video I'm going to show you how I create a scenery for objects that creates the illusion for a hologram effect. This episode is totally a part of modeling. I start with deleting this plane because I don't need anymore. I just select the plane, prese X and delete it. This episode is totally about the modeling for this episode. I don't need a Susan anymore, so I hide it. But before I hide, first I take a measure to create a perfect size of plate. I add a circle. And the left side of the box is so the circle property, where we can change the vertices and radius as per needed. This property box can only appear in one time. So take properly for making the plate. I just select the 40 vertices. Scaling the circle by pre. I think it is perfect for the monkey's head. I hide the monkey's head. Now now I select the circle and by pressing tab to go edit more. These are the 40 vertices that we set up earlier. Now all the vertices are selected by pressing to extrude them and phrase rightly to set the default position. Now scale to reduce the size. Here I unhide the monkey's head for the measurement. By scaling, I just adjust the proper size just because this monkey head can properly fit between these two plates. Okay? Selecting with inner circle, I grab it by pressing G and pull it up in that direction by pressing, I think this height of the plate is correct. Now selecting the same inner circle, I again press to extrude it and press lightly to default position and scale in size. It creates some space where we can add a light. Here I extrude again so I can make inner body. I just scale in, reduce in size, and press to create inner body. Here I turn on x ray, I can increase and decrease. Exactly, I'm just now creating this inner area. The most of the animation part, I use simply three fundamental press to grab it, precess to scale it, and press to extrude it. By selecting inner circle, press to extrude again and pull down in the direction, now it's thicker part of inside body. Now there is no need to do any extra part of modeling. Just need to connect this inside circle with the outside of the circle. For connect to circle. Select both the circle together by pressing Select Selection mode. And press right and select Bridge loop, so that we can see the connection between two here, the outer part of the plate is ready. Now by pressing Tab again, you will be back to object mode. And I select the sad auto smooth. By pressing right L, you can also turn on the sad auto smooth and the data property. Select the normal and check mark the auto smooth button. Now our plate is look smooth. Now here I add some loop cut to do. First, go to the edit mode and press control to add loop cut. And place it on slightly upper part from the border, it's look like this. I place it here because I want to add a lighting at the border like this. Now I go to the top view by placing number seven and delete these three parts out of four so that no matter how many details I added in just only single part, instead of doing in all part after completing the single part, I just use a simply mirror modifier. Now I have a little piece of plate so I can add some detail over here. Now I'm adding a two loop cut for the upper lighting. So that I add two loop cut, one by one by pressing controller one, place the left side of the corner and second place the right side of the corner. By selecting the pace selection mode, I select the lighting part and press to extrude under the direction. Now it will appear that the lighting is coming from the below. Here at the corner, the two face are left. I just select it and prey to delete it. Now going back to the top of you and add another look cut for the designing. You can also do it in your way by giving some look cut to add some more detail. Now I just select some part and extradit it can create some detail. It's look like the dark part of the image. Now I add to look cut vertically by pressing controller at the middle of the circle, I create a little cut off here. After placing both Look Cut, select the Pace Selection menu, and select these two part. And press to extrude it. There will become a little gap over here. Now I place the circle part over the gap. For making this circle, I add a circle and scale down its size by S. This circle is not a part of body right now, but we can join it later. Back to circle by tape, to edit mode, and press to feel it for a thickness. I extrude it in that direction and press to scale in size. Now I praise to insert it, now to extrude again and pull it down in that direction. Same way. Praise rightly and sad at smooth. Now we have to place this circle over the gap. Place the circle by grabbing in the top view, set it properle at the middle of the plate. And grabbing ins direction in the side view. Here, circle has come to its place but it didn't set right to set proper. I set the camera to circle side view and pray hard to rotate it. Now it is properly arranged by little rotation. It's look like it's set properly, but I take it out a little bit. Pressing and double, here's how single T and double can be performed. The single x, y, t can be used for the global movement. And the double x, y, z can be used for the object rotation movement. Same way, by selecting its space, I pull it out a little by double. For now or both objects are different, selecting both them together and press control J to join it. Now these two separate parts are united. Let me show you how can I join this four part by using mirror modifier. Go to the modifier section, a modifier and search mirror modifier. After selecting X and Y, both Xs together, it creates the whole circle. But here a little phase is remained. So now I first close both X and Y axis. And here I go to the It mode and select this phase, and press X to delete it. If you're now turning back onto X and Y Xs, you can see that the problem is solved. Our plate is ready. Now, if you unhide the monkey's head, you can see it can be fit the proper on the plate. In the next episode, we have to give this plate material, but I will also give the material in one piece. Only I select this plate and remove the mirror modifier, but we forget to add a pillar. I place control that to bring it back its mirror modifier. For adding pillar, I add a cylinder in the cylinder property, I will also keep the Ortiz is 40 here. I keep its size same as the size of its plate and place under the plate it's look like a pillar. You can also add some detail on the pillar. Now I remove the mirror modifier of the plate and give it back after the giving material. So in the next episode, I will show you by adding some material and also show how we can give a different material to the same object. So meet you in the next class. 5. Applying some materials to scenery: So hey guys, welcome to the fourth episode of hologram effect. In this video, I'm going to add a material for the scenery. Before I add material, first I increase the size of a mini circle To select this circle first I select the face of the circle. And praise control plus. So that's the selection parts increases of each plus. After selecting this circle, praise to scale it and place proper over the plate, just proper by scaling in size and set position by grabbing. Before I'm going to give them material, first I want to show you how to apply a different material to the same object. First of all, let's go to the scaling menu for the material here. We do not need a timeline for a video, I just join the area here. I'm adding a cube for just sewing. How can we add a different material to the same object? This cube is not a part of the scenery or the hologram effect. Here I grab a cube a little so that I can see that three face clearly. Now I add a material by pressing new. Here the principal BHDF is appear. Now we can change its color and property per we require. Now whole cube is converting into the red color. Now I want to change the color of any one face. I'm going to the edit mode and select the face selection. And select any one face, now I change the color, but the color is changing in whole cube without separating, Changing any one face of the color. First, go to the material view by selecting this face leak on plus icon to add a material and create a new material. Now if I change the color, it cannot work. Now to apply different material, click this assigned button. Now if you change the color, it will work same way you can change the top of the cue. Select this top face, click on plus icon to add a material, Create a new material, and click on Assigned button. Now it will be different from others here, how you can change the multiple color in the same object. Now we don't need a cube anymore, so I press X to delete it. As the same way we have to use this method for a plate. For a plate, I need a three material, a basic steel, a dark steel, and a glowing light. First, I create a material and rename it to a steel body. For tail body, I just simply bring down the color to a silver color. But first, I separate the material by assigning, I go to the edit mode and select the face selection and select the lighting Dia. The corner part of the body is also the lighting Dia. This middle pace is also lighting area I selected, Click on New Material and pre Assign. Now it's different from Mother and I changed its name to a light body. I will give this to light material later. Now as the same way I select the remaining last part for the dark steel body, I select each part one by one. I need just only this part. For the dark steel body. I click the new icon, press the new material, and click on a sign button. It will be different from other same way, rename it to dark steel body. Now we back to the steel body for material and changing in detail like increase the metallic value to one. Now it's look a fine metal body here. I just suggest it's color properly. It looked like a fine steel body. I also decrease some roughness value. It reflects some light. I said the roughness value to like 0.37 or something. Okay. I just also bright the color and now it's look perfect. Now it's the same way. I just select the dark body and change its color and metallic value to one. Here I give you a dark color just because I need a dark state body. And also set the roughness value just like before one, our steel body and dark steel body are perfect. Same way, I give the light body to the material, but in this lighting effect I don't need the principal SDF. Deal it and add emission node here I connect emission node to the material output and change its color to light blue and increase its strength. I also give the bluish color in the principal BSDF, but for the glowing effect, I use the emission node only. Now the light seems to be coming out from within. We have to also give the material to the pillar. I just select the pillar and create the new material. Here, I do not create the steel material again, I simply copy the material from the material section and copy the steel body material for the pillar. I also changing its roughness and some colors look like a pillar. If you want to like any other color, then you can also give it after changing its roughness and some other value back to the plate. The material of the all three plates are almost set. I add a mirror modifier and complete the plate. Another thing is if I copy a material from other material, and after that changing the material, the material can also be effect on the copied material for separating them. Clicking on these two icons now it will be separated here. I separate these two steel materials so that they are not look same. I just setting some value so that two steel are not look like the same after giving the material or plate and pillar is now completed. If I turn Susan now, then it creates delusion that the plate light can create the hologram effect. Here I duplicate the plate and pillar by sift and place over the Susan head by rotating in x direction by r x and 180 to rotate almost opposite. And place over the Susan head properly. Now it's look perfect and create the illusion that the two pillar and the plate can create the hologram effect. You can also check out in the cycle engine, I go to the render property and select the cycle engine. Back to the V, we have to now create the middle light. To create the middle light, I add a cylinder and place it between center of these two plate. Now I'm scaling in size and to feed proper I scale in direction. This light is the transparent light. I also can be created by the material in sating view. Now it is look like a feed properly for apply the material to the sading view here, create a new material in the same way I don't need a principal BSD, I delete it. And for the gluing and lighting, I add emission node all time. We connect the emission node to the material output surface node. But in this case we have to connect to the volume here, I decrease some strength so it's look like a transparent. The surface of the material output can be worked like the outer body. And material can be applied at only the selected part. While the volume can be worked like a domain, for example, to create the smoke or the fog. Now I'm adding a color ramp and connect the color to color of emission node. Now I can adjust the color with the color ramp. Now I'm adding another node which is gradient texture. I precept and add a gradient texture and connect the color to factorial of color M. The gradient texture is used for generating the interpolated color and intensity value. Basically, it generates the sate between two colors. Now at the last, we add two more node by control, which is a mapping and texture codinate. I want blue color for transmission light. I change its color in color M, one by one. Now it creates delusion of blue light by using this volume. The light is not sprayed in the cycle engine back to the EV engine. Here you can see the transparent light is too much spread in EV. I just reduce in size by pressing shift Z. If you press only Z, then it will work on only the z direction. But if you press Shift, then it will work on except the direction. In the same case, it can be also done for Siftex and shift Y. Now that is only one thing remaining, which is a background. I will add a totally black background for this scenery. For background, I add a cylinder and place it center of the scenery and scale in size, very large, it's cover all the scenery and addit mode. Select some front paces and press to delete it. After deleted, I go back to object mode by pressing tab again and place right click and click on said Thosmooth for totally black background. I'm adding a material and bring down the color all the way black and reduce the specular value to zero. Now it's totally black. And that is all about. In the next video, I'm adding some light and I will teach you about the camera movement and object movement by key frame. So meet you in the next class. 6. Setting up camera and object movement by keyframes: Hey guys, In this video I'm going to add some light and I will teach you how to do a camera movement and object movement. First of all, I name the cylinder to background and hide it because during the animation and lighting, we do not require a background for adding a lighting. I'm going to the top view and now I'm adding a light which is area light and placed slightly right to the scenery and scale in size. Now I simply duplicate the lighting in two time and place in front of in some random position. Now I select these three lighting by shift and pull it up in that direction by grabbing and select the one lighting and give some randomness. Now I'm going to the front view and select the lighting and give the rotation towards the scenery one by one. After giving the lighting direction in front view, now I'm going to the top view. In the same way, rotate the light toward the scenery. Okay, here all the lighting direction towards the scenery. Here I, changing some position, it's give you a little randomness. Now, you can increase the power or vote in the data property. Here I set the power value to like 200, but you can see that the reflection of the light on the upper pillar is too much. I reduce in size by and placing it as close as possible until the light reflects. Read the bottom pillar. For reducing more reflection. I just set a position by grabbing it. Now it's the same way we have to set the two light also, now I just select another light and increase its power to like 200. And also setting up its value by grabbing and scaling. In size, I put this light to a little lower part. Likewise to the third light change its power to 200. But in this case, I scaling in size. In very large, I keep the light slightly away from the other two lights. We set the OR, Or specular value to zero or background. There is no effect of light deflection on background. You can also check out in the cycle engine. Now I will teach you how to do the camera movement and the object rotation movement by the key frame. Now I'm adding a camera and set its position here. You can see that the camera is placed at the center of the cursor. If you want to adjust the position of the camera according to the position of our screen, go to the view section and here you can find the Align View. And align active camera to view by placing Numped zero. You can enter the camera view by placing Shift Plus Till Day. You can do the camera movement by using the blue S D, similarly to how we do the moments in game. This is also happened by using the blue. You can go forward by using, you can go backward by using A, you can go left by using D, you can go right. And and Q are used for go up and down. By using this fundamental, I set the camera position. Now I'm adding a cube. And so you have a basic animation, work by key frame. If you select the cube and praise, you can see the bunch of different option available from the select, whatever you need for animation. I select the location and you can see that the key frame is added. Now going to the end frame where you want to end this clip. And now change the position of the cube and praise I again. And select location again. Here another key frame is added. And now you can see the cube change its position between the two frame. Now if you hit the space bar, the animation will start. Now from one of different of sun, we select another. I select the key frame and delete it. And now I praise I, I select the location, rotation, and scale as the same way I go to the end frame, change the location of cube, give them into the random direction and scale in size and prese location, rotation and scale again. Now if you hit the space bar, you can see that the cube will animated. That's how the animation work and you can give as many frame animation as you want to. Keeping a gap of this frame, keep in mind. First, go to the start frame where you want to start the animation. Set the start position of the object and give them key frame. And go to the end frame where you want to end this animation. Set the position of the cube again, and give the key frame again. Now it creates the animation between the start frame and end frame. Here you can see the animation is start slowly and then go to faster, and at the end also stop slowly. It generates to speed like slow, too fast and fast to slow. Again, why this happen to like slow start and fast moving? If you press on the time line, you can see the option appear. We are currently in Bezier mode. If you press and select the linear option, then it becomes the constant. And it's the same way, if you select the basier again, then the cube will again make the same movement as before. Okay, so back to our project, I just delete the cube. I just want to explain you about the basic animation using key frame by adding a cube. And also want to tell you how the linear work and how basier by pressing Numped zero. I'm going to the camera view here. I need animation from frame one to frame eight. I go to frame one and add a key frame. After adding a key frame, I go to the last frame and set the end frame camera position to bringing the camera forward a bit. After setting up the chimera moment, I give another key frame. Now our camera of basic movement is animated. You can see that it is taxed slow, and then move fast To give them constant movement, I place and select the linear. Now it is become the constant. That's the same way we have to give the Susan head rotation movement. The rotation of the Susan head can only be performed in direction by using R. And in this case, I select the rotation instead of location and go to the end frame and rotate the Susan head like this. From now on I give another key frame and the Susan head can be animated. And I also give this Susan had to constant movement, press and select the linear. Now our animation is more constant. By the way, you can also change its position after giving the key frame. If I want to change the last given key frame. So I go to the last keyframe, change its position, and give the key frame again. Now you can see that the camera and the object movement can be completed. Here I turn on the render view and now play the animation. Now it's look good and for better scenery, unhide the background and also unhide the transparent light between these two plates. And now play the animation. Turning on the render view here you can see the transparent light of glowing effect is to much spray. I select this transparent light and reduce in size by pressing as shift said. For better check, select the one random frame and render this image out. Do not worry about the rendered setting Now, render the image. Render and render image, you can see that the light is still sprayed. Now going to the viewport, again, select this transparent light and then reduce the size more. Okay. Now the transparent light seems fine. For better eking, I render the image. Okay, it's perfect. Now we are almost there. In the next video, I will show you the render settings for animation. 7. Render and output settings: So hey guys, we are almost there to complete the hologram effect series. We made a hologram material, apply the shaking effect, create a scenery, and did object and camera movement. Now only thing left to do, which is a render setting for render setting, I select the EV engine and change the render sample to like 300 here. For render animation, the Viewport sample, it doesn't matter and make sure that the bloom and the emission occlusion is check marked. If it is disabled then you can't see the glowing effect of light. I also suggest to tick mark the screen space reflection and the motion blur here. You can see the bluish effect after tick mark the screen space reflexion. If you are in the cycle engine, then you can't see the Bloom option. If you can't find this option to make sure that the EV is selected, you can clearly see the difference with and without Bloom effect. Now I'm turning back the transparent light on and go to the output property. Here my camera izeration is 1920 into 180 and the frame rate is default 24 Ps. Now if you change the frame rate to 30, then it will be a little faster than before. And the 60 FPS is more smooth and faster, but I don't need too much faster. I set it to 30 FPS, Now it is better. And you have to also check out this frame range, make sure that the start and end frame rate is correct. Here is the output section, where the animated file can be stored. You can give the particular location by clicking this file icon and give the location where you want to store the file. Here I create the new folder where the animation can be stored after selecting the file phrase on accept button. Here you can see the file location is changed. Now for render the animation, select the file format to FFmpec video in the encoding. Change the container to pec four before render the animation, making sure that the four options are unable. Whenever you are ready to animation, select the viewpoint mode first and then go to the render and render animation. Otherwise, it takes twice memory. Here, it takes some time for render the whole animation. After rendering the animation, you can check it out Your render animation in your located folder. Here is my render result. I hope you like this video. If you learn any new thing from my video, then it is really happy for me. Drop down the command below if you face any query. So meet you in the next class. Till then, stay safe and stay healthy.