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Hologram material with scanlines and glitch bands

Build a see-through hologram material: thin glowing scanlines from world height, a bright Fresnel rim and noisy horizontal glitch bands, used both as emission strength and as the mix toward a transparent shader. Use it for sci-fi interfaces, projections and ghostly effects.

Recorded render of Hologram material with scanlines and glitch bands

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • material_hologram.py
  • meshcheck.py
  • preview.png
  • test_material_hologram.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.material_hologram
Parameters
material_name, color, line_density, line_width, rim, glitch, brightness, assign
Result
One transparent emissive material; assigned to the active object.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

Static: scanlines and glitches do not move unless you animate the mapping or a value. Lines follow world Z, so they stay horizontal when the object rotates. Transparency through a Transparent BSDF costs extra samples; EEVEE needs blended or dithered render settings. Rendered here with Cycles CPU only. Verified in Blender 5.2.1; written for the 4.2 API.