I've been trying to find tutorials on how to do this, but all of them seem related to the internal renderer, I'm not sure if that's because the current Cycles Engine can't 'do' holograms or if no one just hasn't attempted one; but if its possible that the Cycles Engine can't do it then I have no idea how to combine an internal render with a cycles render (never done it, nor tried),
Thus my question is, I have a texture that I would like to project from a bracelet I am designing, in this case the bracelet is one that monitors your heart rate, blood pressure, that kind of stuff and projects it in the form of a hologram for you to read but I don't know how to get the holographic effect in this engine.
Any vets here have any idea's on what kind of a setup you use?
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!lamp!
spot
colour to same colour as projection
energy=2
falloff
constant
distance(a little more than from the sphere to your projection)
diffuse turned on
all other tick boxes left off
!shadow"
buffer shadow
colour black
buffer type"classic halfway"
filter type"box"
soft=3
bias=1
clip start=0.5
size=512
samples=3
clip end=40 all tick boxes left unchecked
!spot shape!
size=whatever angle to fit the edges of your projection
blend=0
square=off
show cone=on
halo=on
intensity=1.6
step=2
!custom properties!
none
now add a plane just on the projection side of the glowing sphere
go into edit mode and subdivide it into atleast 10 by 10 small squares, delete some of these squares randomly to make a mask
then give this plane a materials as follows
!diffuse!
don't fill in anything here
!specular!
don't do anything here either
!shading!
tick "shadeless"
set "translucency"=0
!transparency!
leave off
!mirror!
leave off
!subsurface scattering!
leave off
!strand!
root=1
tip=1
minimum=0.001
blender units=off
tangent shading is greyed out
shape=0
width fade=0
uv not set
distance=0
!options!
traceable=on
use mist=on
pass index=0
all other tick boxes off
!shadow!
receive=on
receive transparent=off
cast only=on
casting alpha=1
shadows only=on
select "shadow and distance"
cast buffer shadows=on
buffer bias=0
auto ray bias=on
ray bias is greyed out
cast approximate=on
!custom properties!
none
with all this done you should get a glowing hologram projection hovering in space with a glowing light nearby appearing to be it's source and casting what are sometimes called "crepuscular rays" as if the source was only sending light to certain bits of the projection. if you want to be really precise design the plane with the holes in it so that the holes match up with the glowing parts of the hologram and the solid parts of this mask line up with the dark bits.
as a note this works for render settings of
blender internal with "raytracing","subsurface scattering" and "environment map" turned off under "shading" in the render settings tab and "environment lighting"=on, gather="raytrace" under the world tab. it probably works fine for other render settings in internal but those are the ones i use as they are nice and fast.