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Fidel viegas wrote:
> 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.
Not finished code ready for the purpose, but maybe something that can
get you started:
#include "transforms.inc"
camera {location <2,3,-8> look_at 0}
light_source {<0,10,0>, color 1}
global_settings {max_trace_level 100}
sky_sphere {pigment {gradient y color_map {[0,rgb 1][1,blue 1]}}}
plane {y, 0 pigment {checker rgb 0.3 rgb 0.9} normal {quilted 0.5}}
#macro BulletWave(Location,Normal,Radius,Strength,Ior)
intersection {
cylinder {
-0.0001*y, 0.0001*y, 1
pigment {rgbf 1.0}
normal {cylindrical Strength sine_wave phase -1/4}
}
cylinder {
-0.0002*y, 0*y, 1.2
pigment {rgbf 1.0}
}
interior {ior Ior}
scale Radius
transform {Point_At_Trans(Normal)}
translate Location
}
#end
#declare StartP = <0,2,-8>;
#declare DirV = <0.2,0.1,1>/4;
#declare C = 0;
#declare Waves = 100;
#while (C<Waves)
BulletWave(StartP+C*DirV,DirV,0.3+0.1*sin(C/2),0.02,2)
#declare C = C+1;
#end
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk
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