|A scene file can be downloaded here.|
- Start by assigning a Standard Surface shader to a poly plane.
- Increase the Emission of the Standard Surface to 1. Decrease the Base and Specular Weights to 0.
- Connect an Image shader to the Emission Color and add a file texture to the Image Name. In this case, we have used the beautiful Mona Lisa.
- Create a ramp (RGB) texture and connect it to the UV Coords of the Image shader. Connect the U Coord of the ramp to the uvcoordsY of the Image shader. Connect the V Coord of the ramp to the uvcoordsX of the Image shader.
- Change the ramp type to Four Corner Ramp.
- Create four different colors for the ramp: red, yellow, green and blue.
You can change how the image is remapped by adjusting the HSV values of the ramp.
- Connect a file or Noise texture to the Color Offset of the Ramp. This will drive the distortion effect.
You could also add a Range or Remap shader in between the file texture and the ramp to further control the effect.
Final shading network
Image: UV Coordinates
In the UV Coordinates of the Image shader, there are controls for further changing the position of the texture map. When animated, this can produce some interesting results:
- Animating the Exposure (using a Color Correct) of the texture used to distort the Image shader will produce the final result.
Exposure (-10 to 0)