## 1. Your prompt, rewritten

> "Animate my attached bot (a white sphere with two slanted black capsule eyes) using as many FX (effects) techniques as possible. Draw from early gaming through modern real-time 3D, film, video and painting. Think like an animator, director, game developer and fine artist. First give me the full catalog, ordered by sequence. Then build one bot at a time as a live, interactive demo. Keep the character consistent across all demos. Pause after each one. Flag any technique that needs an external API before you use it."
## 2. What option 18 shows

- **The bot is made of light, not surface.** Every pixel adds colour on top of what's behind it, never covering it. Front and back faces both glow, so you see through the bot to its far side: a hollow shell of light.
- **The glow is strongest at the edges.** Surfaces seen edge-on glow brightest (the Fresnel effect from option 13, used here as emission). That rim is what makes holograms read as "ghostly."
- **Layers, from back to front:**

| Layer | What it is |
|---|---|
| Base glow | Faint constant fill so the body never vanishes |
| Rim light | Edges glow brightest |
| Scanlines | Fine lines drifting down the body |
| Scan band | One bright stripe sweeping up |
| Eyes | Brightest element, solid and readable |
| Beam and dust | Projector light cone with rising motes |

- **Boot up:** the bot draws itself bottom to top. A white-hot line leads the reveal.
- **Signal slider:** lower the signal and three faults appear together: flicker, horizontal tearing, and a colour-split ghost copy.

## 3. Experiments

1. **Signal to 20%.** The transmission breaks up: bands jump sideways and a second colour shadow trails behind.
2. **Glitch burst while booting.** Tap Boot, then Glitch straight away. The reveal and the tearing combine: the classic "incoming message" moment.
3. **Tick "Wireframe grid."** Latitude and longitude lines turn it into a scanned-object readout.
4. **Untick the beam.** Without a visible source, the bot looks like a ghost instead of a projection. The beam tells the viewer where the light comes from.

## 4. Less obvious details

- **The tearing moves vertices, not pixels.** The body is sliced into 14 horizontal bands per unit of height. Random bands jump sideways for a split second, like a digital signal dropping lines.
- **The colour ghost is a second copy of the bot.** A duplicate in the opposite colour sits slightly offset and only appears when the signal is weak. It's a cheap fake of colour-channel separation.
- **Eyes need the most contrast.** In an all-glow style, the eyes shine brightest so the face stays readable even at low signal.
- **Screen holograms aren't real holograms.** Film "holograms" are glowing transparent shapes; real holography records light interference and looks nothing like this. The film version won because audiences recognise it instantly.

## Examples

**Brightness recipe per pixel**
```
glow = ( 0.08 base
       + 1.30 × rim(edge-on)
       + 0.18 × scanline
       + 0.50 × sweep band
       + 1.50 × eye
       + 2.00 × boot edge )
       × flicker × signal
colour = hologram tint × glow   → added to the screen
```

**Glitch tearing**
```
normal:        ████████          signal drop:   ████████
               ████████                           ████████   ← band shifted
               ████████                         ████████
               ████████                      ████████        ← another band
```

**Scene layout**
```
        (  hologram bot  )   ← floats, bobs, rotates
         ╲  dust  ·  ·  ╱
          ╲  beam cone  ╱
           ╲___________╱
          [ ═══ ring ═══ ]  ← emitter disc + rim glow
          [   base unit  ]
```

D. Modern real-time 3D

#18 Holographic Fresnel

Share: /e/grokbot-animation/18/