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From: TinCanMan
Subject: Re: Matrix bullet time effect
Date: 26 Oct 2002 00:19:50
Message: <3dba17e6$1@news.povray.org>
> I couldn't see it...

neither could Greg

-tgq


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From: Fidel viegas
Subject: Re: Matrix bullet time effect
Date: 26 Oct 2002 08:44:43
Message: <B9E04BB0.5B66%fidel.viegas@artrecognition.co.uk>
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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From: Andrew
Subject: Re: Matrix bullet time effect
Date: 26 Oct 2002 10:52:00
Message: <3dbaac10$1@news.povray.org>
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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From: Rune
Subject: Re: Matrix bullet time effect
Date: 26 Oct 2002 15:23:07
Message: <3dbaeb9b$1@news.povray.org>
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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From: Fidel viegas
Subject: Re: Matrix bullet time effect
Date: 26 Oct 2002 22:02:10
Message: <B9E10695.5B7B%fidel.viegas@artrecognition.co.uk>
in article 3dbaeb9b$1@news.povray.org, Run### [at] runejohansen@mobilixnet.dk
> 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

Thank you all for the replies. Rune, that is definitely a start. I'll play
around with it. Thanks a lot.

All the best

Fidel.


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From: Rafal 'Raf256' Maj
Subject: Re: Matrix bullet time effect
Date: 27 Oct 2002 12:43:27
Message: <Xns92B4BE30AA4BEraf256com@204.213.191.226>
Remco de Korte <rem### [at] onwijscom> wrote in 
news:3DB9F151.C368ED78@onwijs.com

> I couldn't see it...
> ;)
> (no light)

Neo has ambient and is illuminating sorrounding bullets and agent :)



-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Bonsai
Subject: Re: Matrix bullet time effect
Date: 28 Oct 2002 03:38:15
Message: <3dbcf777$1@news.povray.org>
Fidel viegas schrieb:
> 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.

Just have a look at this site:

http://www.jefflew.com/articles.html

It's not done in POV-Ray, but perhaps it helps.

Bonsai


-- 
<--------------------------->
    ___ __ __  _ ___ ___  _
   | _ )  \  \( )  _) _ )( )
   | _ \() |\ \ |\ \/ _ \| |
   |___/__/_)\__)___)/ \_)_)

        www.b0n541.net
<--------------------------->


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From: Fidel viegas
Subject: Re: Matrix bullet time effect
Date: 28 Oct 2002 06:51:20
Message: <B9E2D41C.5C8A%fidel.viegas@artrecognition.co.uk>
Hi Bonsai,

Thanks for the link. I was looking for it again. I had the article on 3D
world mag, but couldn't find it. But anyway, Rune's approach is a good one
as well.

Once again, thank you very much.

All the best

Fidel.


in article 3dbcf777$1@news.povray.org, Bonsai at bon### [at] b0n541net wrote on
28/10/02 8:38 am:

> Fidel viegas schrieb:
>> 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.
> 
> Just have a look at this site:
> 
> http://www.jefflew.com/articles.html
> 
> It's not done in POV-Ray, but perhaps it helps.
> 
> Bonsai
>


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From: Nikias
Subject: Re: Matrix bullet time effect
Date: 7 Nov 2002 09:35:03
Message: <web.3dca79f3f218fe2d7dc7e5c90@news.povray.org>
I've got the matrix-movie on DVD and had a look
at it some time ago to actually see what kind
of effect it was.

And the fact is, the bullets are leaving torii. If you
look closely on the last animation where he stops them
in the air, they actually appear very abruptly around
a bullet, something I wouldn't have expected (I remembered
it to be far smoother), and then fade out (which is rather
difficult for us, as the torii would be totally transparent
to begin with, and we could only drop the IOR, which gives
a slightly different effect.

Just my 2 cents worth,

Tim

Fidel viegas wrote:
>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.
>
>Kind Regards
>
>Fidel.
>


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From: Fidel viegas
Subject: Re: Matrix bullet time effect
Date: 8 Nov 2002 05:47:31
Message: <B9F14597.66AB%fidel.viegas@artrecognition.co.uk>
Hi Tim,

I watched the film again yesterday and I did notice that.

Thanks for the tip. I'll try using torii and see what I get.

Fidel.

in article web.3dca79f3f218fe2d7dc7e5c90@news.povray.org, Nikias at
tim### [at] gmxde wrote on 7/11/02 2:34 pm:

> I've got the matrix-movie on DVD and had a look
> at it some time ago to actually see what kind
> of effect it was.
> 
> And the fact is, the bullets are leaving torii. If you
> look closely on the last animation where he stops them
> in the air, they actually appear very abruptly around
> a bullet, something I wouldn't have expected (I remembered
> it to be far smoother), and then fade out (which is rather
> difficult for us, as the torii would be totally transparent
> to begin with, and we could only drop the IOR, which gives
> a slightly different effect.
> 
> Just my 2 cents worth,
> 
> Tim


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