essential adjustements
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23
globals.inc
23
globals.inc
@ -11,7 +11,7 @@ global_settings {
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#include "stones.inc"
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#include "woods.inc"
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#declare Rng1 = seed(1121);
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#declare Rng1 = seed(1221);
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#declare foo = rand(Rng1);
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#declare Rng2 = seed(now*24*60*60);
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#declare bar = rand(Rng2);
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@ -41,7 +41,7 @@ global_settings {
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#declare R_circular = (SzSol * 1.60);
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#declare R_hole = 3.1;
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#declare R_hole = 3.1; // holes in the background
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/* ------------------------------------------------------------ */
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/*
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@ -57,8 +57,8 @@ finish { phong 0.33 ambient 0.33 }
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#declare T_WIP_color = texture
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{
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#local V = (sin(clock*0.122) / 2) + 0.5;
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pigment { color Cyan * V }
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#local V = (sin(clock*0.142) / 2) + 0.5;
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pigment { color Orange * V }
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finish { phong 0.23 ambient 0.30 }
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}
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@ -203,7 +203,7 @@ pigment {
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[1.00 color Black ]
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}
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}
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finish { phong 0.23 ambient 0.40 }
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finish { phong 0.23 ambient 0.30 }
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scale <3, 4, 3>
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}
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/* ------------------------------------------------------------ */
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@ -214,12 +214,12 @@ scale <3, 4, 3>
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pigment {
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wood
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color_map {
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[0.0 color Gray70 ]
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[0.0 color Gray60 ]
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[0.5 color Gray80 ]
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[0.5 color Blue ]
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[1.0 color Blue ]
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}
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// XXX rotate y*49
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turbulence 0.04
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translate <NormClock*0.1, sqrt(NormClock*0.4),
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NormClock*0.333>
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scale <0.2, 0.3, 1>
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@ -227,6 +227,15 @@ scale <3, 4, 3>
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finish { phong 1 }
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}
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// le 10 fevrier 2026 -----------------
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#declare T_WIP_dents = texture
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{
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pigment { color <0.36, 0.6, 0.79> }
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normal { dents 2.94 scale 0.15 }
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rotate <12, 34, 56>
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finish { specular 0.40 ambient 0.59 }
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}
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/* ------------------------------------------------------------ */
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#declare GoldDark = texture
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