Hello everyone!
I saw this interesting idea of making simple pseudo hologram projection.
I would like to try creating a project for such a projection, but i have no idea how it should be done. The problem is that screen should be split like on the video below.
[Youtube video][2]
What i am thinking of is sample project with leap motion. Screen should be split in four parts with hands shown in each part (rotated as in sample video)
Thanks in advance
Hello ,
Yes, this is possible with UE4. It requires a few different systems working together. The way I handled this is as follows:
1.) I created a small room through the use of a box. Within this box I created a SceneCapture2D Camera to look at a sphere. This sphere has a Translucent Emissive material. This is so the sphere looks like a hologram. I then right clicked in my Content Browser and under the " Materials " section I clicked on the " Render Target " material. This creates a render target input for your SceneCapture2D. Select the SceneCapture2D in your viewport and go to it’s Details Panel. Assign the Render Target Material you just made to the Texture Target. In the details panel you are in go down to the General Show Flags and check off the ones that are in the screenshot below. This is the first step and includes the material and the camera that looks at it.
2.) After completing step one go back to your Content Browser. Right click and navigate to the User Interface Section. In this section create a Widget Blueprint. This will create a widget that is now in your Content Browser. The reason I do this is to later draw this widget on screen whenever I use the " Play " option and view this on screen. Double click on the Widget to open it’s Details window. From here you will see a section on the left called Hierarchy. This controls the Hierarchy of what is drawn on your canvas space. From here I dragged the " Image " icon from the " Common " tab and dragged it over the " Canvas Panel " label in the Hierarchy. This works much like dragging and dropping files into a folder. This allows Images to be called within the canvas in the Viewport in the Widget window. Clicking on one of the " Image " label, that you now have in the Hierarchy, will highlight a box that is scalable in the viewport. Note : the Large starburst Icon is a center pivot feature. Putting this in the middle will tell the space you are working in that your image uses the spaces center as a point of reference. This allows for a much easier workflow as opposed to the image using a corner of the space as it’s center of orientation. While the Image is selected, on the right hand side of the Widget Window is a panel labeled " Details. " Within the details panel is a section called Appearance. In that section there is a tab called " Brush " by default this is not fully rolled out. Click on it and you will notice a place to call an Image. Choose the Translucent Emissive material that you created. This will assign that material to the image box that you created for your Widget. You can create four of these images to call the four images you were looking for. Compile this. This is it for this part. Next is blueprints.
3.) Now comes the part where we need to draw this widget in the main view. Navigate back to your Content browser. Right click and create a Blueprint Class. This will bring up a window to select the different types of blueprints. Choose an " Actor " Blueprint. This will bring up another window that allows you to control the blueprint. Click on the Viewport tab. You will notice a green box labeled " Add Component. " Click on this and create a Widget Component. With the Widget Component selected go to the Details panel on the right and go to the section called User Interface. In that section is a tab called Widget Class. Hit the drop down and choose the Widget you created in the last step. This assigns the widget to the Blueprint Itself. Now go to the Event Graph Tab. Here you can create different inputs to call the widget. I chose to call it when I pressed Play in the Editor. I also checked a box to make it hidden by default. I then created a Button input so when I pressed " H " it would appear on screen. All of these inputs can be found by right clicking in the main viewport area and searching for their names. Compile this. Now drag the blueprint into the world somewhere near the " Player Start " icon. This looks like a game controller. If all went well you should be able to press " H " and see the widget appear. Note : this widget is 2D so be sure you have the plane facing the camera or you may not see the widget immediately.
4.) The rest is trial and error. Adjusting values on the material to look more like a hologram, adjusting the size of the image drawn on the widget, and lighting are all adjustable and will be dependent on what you are trying to achieve within your unique project.
In short, yes this is possible. It is a longer process but with it the above images it is possible to achieve with certain limitations. I hope this helped and if you have any further specific questions feel free to open a new thread with the specific issue and all information that pertains to it.