tuning on hexacone
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@ -44,12 +44,13 @@ object { Le_Decor }
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// =======================================================
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#local CamX = POS_Cutoff.x + 5 + (3.14*Cos_01(NormClock));
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#local CamX = POS_Cutoff.x + 3.5 + (3.14*Cos_01(NormClock));
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#local CamY = 2.1 + (1.11*sqrt(NormClock));
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#local CamZ = POS_Cutoff.z + 4.55 - (1.02*NormClock);
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#local CamZ = POS_Cutoff.z + 4.30 - (1.02*NormClock);
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camera {
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location <CamX, CamY, CamZ>
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look_at <0, 1.5, 0> + POS_Cutoff
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right <image_width/image_height, 0, 0>
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angle 40 - 12*Cos_01(NormClock)
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}
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14
hexacone.inc
14
hexacone.inc
@ -36,11 +36,13 @@ union {
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cylinder {-z, z, 0.11 }
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}
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// XXX not very tested
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#local Rt1 = 0.290;
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#local Rt2 = 0.006;
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torus { Rt1, Rt2 scale <1, 4, 1> }
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torus { Rt1, Rt2 scale <1, 4, 1> rotate x*90 }
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torus { Rt1, Rt2 scale <1, 4, 1> rotate z*90 }
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#local Sc = 3.87;
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#local Rt1 = 0.333;
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#local Rta = Rt1 / Sc;
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#local Rt2 = 0.0062;
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torus { Rta, Rt2 scale <Sc, 1, Sc> }
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torus { Rt1, Rt2 scale <1, Sc, 1> rotate x*90 }
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torus { Rta, Rt2 scale <Sc, 1, Sc> rotate z*90 }
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// clignotement de la lumiere \o/
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#local kR = 0.065;
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@ -61,7 +63,7 @@ union {
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fade_power 1.58
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}
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}
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#if (rand(Rng1) < 0.20)
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#if (rand(Rng1) < 0.30)
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texture { New_Penny }
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#else
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texture { GoldDark }
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