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.