multiple tweakings...
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cf95106744
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0285a14e02
@ -38,7 +38,7 @@ union {
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#local xR = (rand(Rng2)-0.5000) * kR;
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#local yR = (rand(Rng2)-0.5000) * kR;
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#local zR = (rand(Rng2)-0.5000) * kR;
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#local Value = sin(NormClock * 25.536);
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#local Value = sin(NormClock * 26.536);
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#if (Value < 0)
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#local Couleur = rgb <abs(Value), 0, 0>;
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#else
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34
essai.pov
34
essai.pov
@ -18,43 +18,23 @@
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// =======================================================
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#declare RHBlo = 0.25;
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#declare RHBlo2 = RHBlo * 0.55;
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#declare HexaBlob = object
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{
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blob {
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// threshold 0.01 + NormClock
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threshold 0.01
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sphere { <0, 0, 0>, RHBlo, 1 }
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#local E = RHBlo * 1.210;
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#local W = 0.1;
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sphere { <-E, 0, 0>, RHBlo2, W }
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sphere { < E, 0, 0>, RHBlo2, W }
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sphere { < 0, -E, 0>, RHBlo2, W }
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sphere { < 0, E, 0>, RHBlo2, W }
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sphere { < 0, 0, -E>, RHBlo2, W }
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sphere { < 0, 0, E>, RHBlo2, W }
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}
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}
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// =======================================================
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object {
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HexaBlob
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#local SC = 1.111 + abs(sin(NormClock * 4 * 3.14159));
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#local SC = 1.71 + 0.5 * abs(sin(NormClock * 3 * 3.14159));
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texture { T_Stone26
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scale SC
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translate 2*y*NormClock
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translate 3*y*NormClock
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}
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translate < 0, 1, 0>
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}
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object { Repere }
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// object { Le_Decor }
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// object { Repere }
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#if (0)
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object { HexaBalls
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#local SC = 0.10 + abs(sin(NormClock * 4 * 3.14159));
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#local SC = 0.18 + abs(sin(NormClock * 4 * 3.14159));
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texture { Lightning2 scale SC }
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translate <-0.80, 1, 0> }
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#end
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@ -67,7 +47,7 @@ light_source { <-8, 7, -9>, rgb <0.81, 0.65, NormClock> }
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light_source { < 11, 7, 4>, rgb <1-NormClock, 0.28, 0.80> }
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camera {
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location <-0.7+NormClock, 1.81, 2.59>
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location <-0.7+NormClock, 1.81, 2.09>
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look_at <0.0, 1.0, 0>
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angle 64
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angle 54
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}
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23
passage.pov
23
passage.pov
@ -16,21 +16,36 @@
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// ---------------------------------------
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object { Le_Decor }
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#declare PosX = 0.333;
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#declare PosY = 1.20 + (NormClock*0.22);
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#declare PosZ = (NormClock-0.5) * 29.22;
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#declare PosZ = (NormClock-0.5) * 34.22;
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object { HexaCone translate <PosX, PosY, PosZ> }
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#if ( clock > 130 )
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#if ( (clock < 111) )
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light_source {
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<2, 0.30, -2> color Red
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<3, 0.30, -8> color Blue
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spotlight
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radius .044
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falloff 2
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tightness 10
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tightness 3
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point_at <PosX, PosY, PosZ>
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}
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#end
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#if ( (clock > 230) )
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light_source {
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<2, 0.30, -2> color White
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spotlight
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radius .044
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falloff 2
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tightness 3
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point_at <PosX, PosY, PosZ>
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}
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#end
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camera {
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location <-1.56, 1.03, 9.76>
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look_at <PosX, PosY, PosZ>
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@ -15,12 +15,13 @@
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#include "contexte.inc"
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#include "elements.inc"
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object { Le_Decor }
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object { HexaCone
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rotate < 3, 0, -4>
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rotate y*17 translate y*1.11 }
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#declare CK = 56 + (clock * 1);
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#declare Dcam = 2.04;
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#declare Dcam = 2.14;
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#declare CamX = Dcam * sin(radians(CK));
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#declare CamZ = Dcam * 1.20 * cos(radians(CK));
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#declare CamZ = CamZ - 0.11;
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14
topview.pov
14
topview.pov
@ -14,19 +14,21 @@
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#include "contexte.inc"
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#include "elements.inc"
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object { Le_Decor }
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light_source { <-16, 17, -24>, rgb <0.51, 0.65, 0.40> }
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#declare TrX = 1.4 * sqrt(NormClock);
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#declare TrY = 0.90 + (3.5 * sqrt(NormClock));
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#declare TrZ = 9.9 * sqrt(NormClock);
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#declare TrX = 1.34 * sqrt(NormClock);
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#declare TrY = 0.90 + (3.5 * Cos_01(NormClock));
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#declare TrZ = 9.999 * sqrt(NormClock);
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#declare TrH = <TrX, TrY, TrZ>;
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#declare RrY = 57 * sqrt(NormClock);
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object { HexaCone rotate y*RrY translate TrH }
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// object { Repere scale 2 }
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#declare CamY = 19 - (5*NormClock);
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#declare LatY = -4 + NormClock;
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#declare CamY = 19 - (4.5*NormClock);
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#declare LatY = -3 + NormClock;
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camera {
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location <-3.60, CamY, 21.09>
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@ -34,5 +36,5 @@ camera {
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// focal_point <0, 1, 0>
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// aperture 0.046
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// blur_samples 30
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angle 47
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angle 45
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}
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