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IIRC, this may be quite difficult. I think that there were rings of
"turbulence" or whatever coming out as the bullet went through the air -
quite simple if you can get a nice looking transparent texture.
However, I also recall them distorting the background, ie refracting,
but without a solid edge. This is the only case that I can think of (so
far) where variable IOR would be nice to have. Perhaps the effect could
be re-created with a set of lens objects, becoming very thin and flat at
the edges (for no distortion), with a sort of ring-like bulge that moves
outwards. Definitiely a case for isosurfaces or meshes here.
"Fidel viegas" <fid### [at] artrecognitioncouk> wrote in message
news:B9E04BB0.5B66%fid### [at] artrecognitioncouk...
> Hi Slime,
> Thanks for your reply, but I was actually interested in the effect of
the
> bullet. That is the wave trails it leaves in the air.
> The bullet is travelling and leaving trails. That's what I am looking
for.
>
> Thanks once againg.
>
> Fidel.
>
> in article 3db9d52f@news.povray.org, Slime at slm### [at] slimelandcom wrote
on
> 26/10/02 12:35 am:
>
> >> Hi guys, I was wondering if anyone has attempted to create the
Matrix
> > bullet
> >> time effect. Or if someone has an idea on how to do it.
> >
> > // predeclare objects agent, bullet, and neo
> > object {agent translate z*10}
> > object {bullet translate z*(10 - 20*clock)}
> > object {neo translate -z*5}
> >
> > camera {
> > location <0,10-7*clock,-(10-5*clock)>
> > look_at 0
> > rotate y*360*clock
> > translate -z*5
> > }
> >
> > Heh... untested code, btw.
> >
> > - Slime
> > [ http://www.slimeland.com/ ]
> >
> >
>
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