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No commits in common. "0c4aa1a31c0a3c7da8e9216dd5584e8551c76ced" and "243490996f6829571440c5b2afd82e9843c2b605" have entirely different histories.

17 changed files with 71 additions and 97 deletions

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@ -24,7 +24,7 @@
// --------------------------------------------------------- // ---------------------------------------------------------
object { Repere scale 20 translate y*20 } object { Repere scale 10 translate y*10 }
object { Le_Decor } object { Le_Decor }
camera { camera {

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@ -218,9 +218,9 @@ blob {
#declare UnderHoles = array[6] #declare UnderHoles = array[6]
#for (Idx, 0, 5) #for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.09; // magic numbers ? #local Angle = (Idx + 0.19) * 1.090;
#local Px = sin(Angle) * (SzSol * 0.98); #local Px = sin(Angle) * (SzSol * 0.97);
#local Pz = cos(Angle) * (SzSol * 1.02); #local Pz = cos(Angle) * (SzSol * 1.04);
#declare UnderHoles[Idx] = <Px, 0, Pz>; #declare UnderHoles[Idx] = <Px, 0, Pz>;
#end #end
@ -229,7 +229,7 @@ blob {
difference { difference {
// plane { y, 0 } // plane { y, 0 }
#local Big = 300; #local Big = 300;
box { <-Big, -0.21, -Big>, < Big, 0.0000, Big> } box { <-Big, -0.19, -Big>, < Big, 0.0000, Big> }
#undef Big #undef Big
#for (Foo, 0, 5) #for (Foo, 0, 5)
cylinder { -y*5, y*5, 3.1 translate UnderHoles[Foo] } cylinder { -y*5, y*5, 3.1 translate UnderHoles[Foo] }
@ -337,9 +337,9 @@ sky_sphere {
gradient y gradient y
color_map { color_map {
[ 0.2 color Gray20 ] [ 0.2 color Gray20 ]
[ 0.4 color rgb <.5, .45, .43> ] [ 0.4 color rgb <.5, .45, .4> ]
[ 0.7 color Gray50 ] [ 0.7 color Gray50 ]
[ 0.9 color rgb <.5, .5, .47> ] [ 0.9 color rgb <.5, .5, .45> ]
[ 1.0 color Gray20 ] [ 1.0 color Gray20 ]
} }
turbulence 3.14159 + 0.84 * Cos_010(NormClock) turbulence 3.14159 + 0.84 * Cos_010(NormClock)
@ -381,7 +381,7 @@ union {
object { Les_Cahutes () translate <2, 0, -40> } object { Les_Cahutes () translate <2, 0, -40> }
/* --------- les trucs dans le Y négatif */ /* les trucs dans le Y négatif */
object { Trois_Arches (1.4) scale 2.7 translate <0, 0, -131> } object { Trois_Arches (1.4) scale 2.7 translate <0, 0, -131> }
object { OpenBox(1.5, 0.06) translate <-19, 1.49, -88> } object { OpenBox(1.5, 0.06) translate <-19, 1.49, -88> }
@ -391,11 +391,6 @@ union {
#for (Foo, 0, 5) #for (Foo, 0, 5)
object { Les_Cahutes () translate <29, 0, -(77+Foo*11)> } object { Les_Cahutes () translate <29, 0, -(77+Foo*11)> }
#end // for #end // for
/* --------- les trucs dans le Y positif */
object { OpenBox(1.6, 0.11) translate <0, 2.58, 112> }
object { OpenBox(1.6, 0.11) rotate y*45 translate <0, 4.7, 166> }
} }
} }
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */

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@ -11,9 +11,18 @@
#local Zp = RD * cos(CK); #local Zp = RD * cos(CK);
object { object {
object { Patrouille rotate 90*y } #local L2 = 10;
#if (0)
union {
cylinder { <-L2, 0, 0>, <L2, 0, 0>, 0.4 }
cylinder { -y*3, y*3, 0.4 }
texture { Y_Texture }
}
#else object { Patrouille rotate 90*y }
#end
rotate y*degrees(CK) rotate y*degrees(CK)
translate <Xp, 67+(8*NormClock), Zp> translate <Xp, 46, Zp>
translate <-30, 0, 0> translate <-30, 0, 0>
} }
@ -23,7 +32,7 @@ object {
// qui bougent sur le rail circulaire // qui bougent sur le rail circulaire
#for (foo, 0, 5) #for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0200)) * 4.02; // radians #local CK = (NormClock+(foo*0.0204)) * 4.02; // radians
#declare Xpos = R_circular * sin(CK); #declare Xpos = R_circular * sin(CK);
#declare Zpos = R_circular * cos(CK); #declare Zpos = R_circular * cos(CK);
#declare AR = degrees(CK); #declare AR = degrees(CK);
@ -108,7 +117,7 @@ object { HexaCone () rotate y*((12*NormClock)+80) translate P }
// #write (Trid, Foo, " ", NormClock, " ", Dy, " ", // #write (Trid, Foo, " ", NormClock, " ", Dy, " ",
// Ry, " ", Tr, "\n") // Ry, " ", Tr, "\n")
object { Trident_A () rotate y*Ry object { Trident_A () rotate y*Ry
translate y+( (10*rand(Rng1)) - 5) translate y+( (5*rand(Rng1)) - 2.5)
translate Tr } translate Tr }
#end #end
// #fclose Trid // #fclose Trid

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@ -19,9 +19,9 @@
#for (idX, -3, 3) #for (idX, -3, 3)
#for (idZ, -3, 3) #for (idZ, -3, 3)
#local posX = (idX * 4.76) + (rand(Rng1)-0.5); #local posX = (idX * 4.72) + (rand(Rng1)-0.5);
#local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.75)); #local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.75));
#local posZ = (idZ * 4.44) ; #local posZ = (idZ * 4.39) ;
#local Rx = (rand(Rng1) - 0.5) * 12; #local Rx = (rand(Rng1) - 0.5) * 12;
#local Ry = (rand(Rng1) - 0.5) * (24+NormClock); #local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
#local Rz = (rand(Rng1) - 0.5) * 11; #local Rz = (rand(Rng1) - 0.5) * 11;
@ -59,7 +59,7 @@ object { Le_Decor }
#local CamZ = 122 - (21.9 * Cos_01(NormClock)); #local CamZ = 122 - (21.9 * Cos_01(NormClock));
#local LatY = (Y_mean / Y_count) - (0.5*NormClock); #local LatY = (Y_mean / Y_count) - (0.5*NormClock);
#debug concat("escadrille: Lat Y ", str(LatY, 7, 3),"\n") #debug concat("Lat Y ", str(LatY, 7, 3),"\n")
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>

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@ -10,30 +10,24 @@
#include "all.inc" #include "all.inc"
// ======================================================= // =======================================================
#declare LeGris = texture
{
/* moi j'dis qu'il est temps de définir un "gris de base" */
pigment { color Gray70 }
finish { phong 0.33 ambient 0.33 }
}
// ======================================================= // =======================================================
// nouveau du 3 janvier 2026 // nouveau du 3 janvier 2026
#local Horloge2 = object #local Horloge2 = object
{ {
object { Horloge scale <1, 0.24, 1> rotate -x*90 object { Horloge scale <1, 0.20, 1> rotate -x*90
translate x*0.45 } translate x*0.58 }
} }
#declare HorlogeDouble = object #declare HorlogeDouble = object
{ {
union { union {
box { <-3.20, -0.08, -0.07>, <3.20, 1.61, 0.07> box { <-3.20, -0.03, -0.07>, <3.20, 1.61, 0.07>
texture { LeGris } } pigment { color Gray70 } }
#local EC = 0.22; #local EC = 0.22;
object { Horloge2 rotate y*180 translate z*EC } object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC } object { Horloge2 translate -z*EC }
} }
scale 0.8 scale 0.8
translate y*2.35 translate y*2.5
} }
// ======================================================= // =======================================================
@ -45,9 +39,9 @@ union {
#local Hcs = 0.550; #local Hcs = 0.550;
#local Rco = R_basecone * 3.333; #local Rco = R_basecone * 3.333;
#for (Foo, 0, 5) #for (Foo, 0, 5)
#local Dx = 0.385 * sin(Foo+NormClock); #local Dx = 0.333 * sin(Foo);
#local Dy = Foo * (Hcs + 0.0333); #local Dy = Foo * (Hcs + 0.0333);
#local Dz = 0.385 * cos(Foo+NormClock); #local Dz = 0.333 * cos(Foo);
union { union {
cone { 0, Rco, <0, Hcs, 0>, 0.001 cone { 0, Rco, <0, Hcs, 0>, 0.001
#if (rand(Rng1) < 0.50) texture { Y_Texture } #if (rand(Rng1) < 0.50) texture { Y_Texture }
@ -122,15 +116,15 @@ union {
#declare Obj_BasicTexture = object #declare Obj_BasicTexture = object
{ {
#local R = 0.385; #local R = 0.385;
#local H = 1.51; #local H = 1.71;
merge { merge {
cylinder { 0, y*H, R } cylinder { 0, y*H, R }
sphere { 0, R scale <1, 0.50, 1> translate y*H } sphere { 0, R scale <1, 0.50, 1> translate y*H }
difference { difference {
#local R1 = R+0.46; #local R1 = R+0.46;
#local R2 = R+0.63; #local R2 = R+0.63;
box { <-0.19, 0, -0.17>, <R+0.4, H*0.48, R+0.6> } box { <-0.19, 0, -0.17>, <R+0.4, H*0.42, R+0.6> }
cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.33 } cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.27 }
} }
} }
} }
@ -233,7 +227,7 @@ union {
object { Chose () translate < 2.9, 0, -4.07> } object { Chose () translate < 2.9, 0, -4.07> }
object { Chose () translate <-3.1, 0, -(3+NormClock)> } object { Chose () translate <-3.1, 0, -(3+NormClock)> }
object { Chose () translate <-4.5, 0, -4> } object { Chose () translate <-4.5, 0, -4> }
object { Repere translate 0.05*y } object { Repere scale 2 translate 0.05*y }
} }
} }
// ======================================================= // =======================================================
@ -253,26 +247,6 @@ union {
object { Gyros } object { Gyros }
// ========================================================##
#local Fleche = object
{
union {
cylinder { -5*x, 5*x, 0.09 }
cone { 5*x, 0.27, 6.66*x, 0.00007 }
}
texture { LeGris }
}
// ------------------------------------------------------ ##
#declare La_Patrouille = object
{
union {
object { Patrouille }
object { Fleche translate y }
}
}
// ------------------------------------------------------ ## // ------------------------------------------------------ ##
#debug " !!! ACTION !!!\n" #debug " !!! ACTION !!!\n"
@ -296,7 +270,7 @@ union {
object { Des_Choses } object { Des_Choses }
#break #break
#case (1) #case (1)
object { La_Patrouille rotate -y*(clock*0.666) object { Patrouille rotate -y*(clock*0.666)
translate y*2.5 } translate y*2.5 }
#local AngleCam = 31.0; #local AngleCam = 31.0;
#break #break
@ -305,7 +279,7 @@ union {
#break #break
#case (3) #case (3)
object { HorlogeDouble rotate -y*(5*clock) } object { HorlogeDouble rotate -y*(5*clock) }
// object { Repere translate y*1 } object { Repere translate y*1 }
#break #break
#case (4) #case (4)
object { Trident_A() object { Trident_A()
@ -317,7 +291,7 @@ union {
object { Les_Boules translate y*0.8 } object { Les_Boules translate y*0.8 }
#break #break
#case (6) #case (6)
object { HexaStar scale 3 translate y*3 } object { HexaStar translate y*3 }
#break #break
#case (7) #case (7)
#local Pos = <0.5-NormClock, 0, 0>; #local Pos = <0.5-NormClock, 0, 0>;

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@ -11,7 +11,7 @@ global_settings {
#include "stones.inc" #include "stones.inc"
#include "woods.inc" #include "woods.inc"
#declare Rng1 = seed(1121); #declare Rng1 = seed(2026);
#declare foo = rand(Rng1); #declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60); #declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2); #declare bar = rand(Rng2);
@ -156,7 +156,7 @@ pigment { rgb <0.31, 0.33, 0.24> }
normal { dents 0.22 scale 1.666} normal { dents 0.22 scale 1.666}
finish { finish {
ambient 0 specular 0.3 metallic roughness 0.33 ambient 0 specular 0.3 metallic roughness 0.33
reflection { 0.21 metallic } reflection { 0.23 metallic }
} }
} }

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@ -169,12 +169,11 @@ union {
#local E = 0.018; #local E = 0.018;
cylinder { E*z, <0, 0.20, E>, RBA2 } cylinder { E*z, <0, 0.20, E>, RBA2 }
cylinder { -E*z, <0, 0.20, E>, RBA2 } cylinder { -E*z, <0, 0.20, E>, RBA2 }
scale <1, 1, 5.555> scale <1, 1, 5>
} }
#if ( mod(clock, 10+3*rand(Rng1)) < (10*rand(Rng1)) ) #if ( mod(clock, 20) < (20*rand(Rng1)) ) texture { T_WIP_color }
texture { tPlasticPrune } #else texture { R_Texture }
#else texture { tPlasticGreen }
#end #end
} }
#end #end

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@ -13,7 +13,9 @@
object { Le_Decor } object { Le_Decor }
#declare Loc_cam = <0.63, 2, 2*NormClock> + (Pos_RedB_0 * 1.32); // object { Repere scale 2 }
#declare Loc_cam = <0, 2, 2*NormClock> + (Pos_RedB_0 * 1.32);
camera { camera {
location Loc_cam location Loc_cam

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@ -19,8 +19,7 @@ union {
cone { < 1.34, 0, 0>, Small, < 0.6, 0, 0>, R_a } cone { < 1.34, 0, 0>, Small, < 0.6, 0, 0>, R_a }
sphere { 0, R_a scale <0.3, 1, 1> translate < 0.6, 0, 0> } sphere { 0, R_a scale <0.3, 1, 1> translate < 0.6, 0, 0> }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.45 ) texture { GoldDark } #if ( R < 0.50 ) texture { GoldDark }
#elseif ( R < 0.60 ) texture { Aluminum }
#else texture { T_Gold_3C } #else texture { T_Gold_3C }
#end #end
} }
@ -32,11 +31,11 @@ union {
#declare HS_element_central = object #declare HS_element_central = object
{ {
union { union {
torus { HS_radius*0.73, 0.0180 } torus { HS_radius*0.93, 0.0180 }
#local L = 0.0035; #local L = 0.0035;
cylinder { -y*L, y*L, 0.059 } cylinder { -y*L, y*L, 0.057 }
sphere { 0, 0.059 translate -y*L } sphere { 0, 0.057 translate -y*L }
sphere { 0, 0.059 translate y*L } sphere { 0, 0.057 translate y*L }
} }
scale <1, 25.90, 1> scale <1, 25.90, 1>
rotate z*90 rotate z*90

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@ -16,9 +16,9 @@ object { Le_Decor }
// ======================================================= // =======================================================
#declare CK = 1.8 + (2.72 * Cos_01(NormClock)); #declare CK = 1.3 + (2.79 * Cos_01(NormClock));
#declare CamX = 1.72; #declare CamX = 1.22;
#declare CamY = 7 + (4*Cos_01(NormClock)); #declare CamY = 7 + (4*Cos_01(NormClock));
#declare LatX = 20 * cos(CK*1.08); #declare LatX = 20 * cos(CK*1.08);
@ -31,5 +31,5 @@ camera {
location <CamX, CamY, 0> location <CamX, CamY, 0>
look_at <LatX, LatY, LatZ> look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 65 + (NormClock * 15) angle 71 + (NormClock * 10)
} }

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@ -18,7 +18,7 @@ object { HexaCone () translate <PosX, PosY, PosZ> }
/* XXX this two object in dynamic.inc ??? */ /* XXX this two object in dynamic.inc ??? */
object { HexaCone () translate <PosX+2.96, PosY+3.22, PosZ-19.5> } object { HexaCone () translate <PosX+2.96, PosY+3.22, PosZ-19.5> }
object { HexaStar rotate y*90 translate <PosX-1.96, PosY+2.72, PosZ-17.5> } object { HexaBenz () translate <PosX-1.96, PosY+2.82, PosZ-17.5> }
object { Le_Decor } object { Le_Decor }
@ -41,7 +41,7 @@ light_source {
radius .044 radius .044
falloff 2 falloff 2
tightness 3 tightness 3
point_at <PosX, PosY-0.10, PosZ> point_at <PosX, PosY-0.20, PosZ>
} }
#end #end

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@ -12,11 +12,11 @@
object { Le_Decor } object { Le_Decor }
// XXX instrumenter la caméra serait un GROS plus !!!
// ======================================================= // =======================================================
#declare Debut = <-4, 89, 284> ; #declare Debut = <-3, 89, 188> ;
#declare Fin = < 5, 91, -6> ; #declare Fin = < 2, 91, -25> ;
#declare Pos = sqrt(NormClock); #declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos); #declare PosCam = Interpolate(Debut, Fin, Pos);
@ -24,12 +24,12 @@ object { Le_Decor }
#declare LatZ = -(150 + (7*NormClock)); #declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>; #declare LatCam = PosCam + <LatX, -95, LatZ>;
// object { Repere scale 20 translate LatCam + y*5 } // object { Repere scale 40 translate LatCam + y*5 }
camera { camera {
location PosCam location PosCam
look_at LatCam look_at LatCam
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 66 angle 72
} }

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@ -35,4 +35,4 @@ done
ff_encodage "EGA/" "ega-$SEQ.mp4" ff_encodage "EGA/" "ega-$SEQ.mp4"
fin=$(date +%s) fin=$(date +%s)
echo "$SEQ -> ega" $(( fin-debut )) "secondes" echo "$SEQ -> ega" $(( fin-debut )) "secondes" >> WS/log

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@ -3,9 +3,6 @@
source tools/config.sh source tools/config.sh
source tools/fonctions.sh source tools/fonctions.sh
echo "MKSEX ( $* )" | tee -a WS/log
sleep 1
for foo in $* for foo in $*
do do
@ -15,10 +12,10 @@ do
tools/build-gif89a.sh $foo tools/build-gif89a.sh $foo
else else
echo "+++ Beurking on $foo" | tee -a WS/log echo "+++ Beurking on $foo" | tee -a WS/log
sleep 30 sleep 10
fi fi
visual_sleep "next render is comming" 20 visual_sleep "next render is comming" 30
done done

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@ -26,7 +26,7 @@ object { HexaBenz () translate <-9+NormClock, 2, -6> }
/* /*
* nouveau 11 fevrier 2025 * nouveau 11 fevrier 2025
*/ */
#declare A = <-24, -0.9, (SzSol/2)+9>; #declare A = <-21, -0.9, (SzSol/2)+9>;
#declare B = < 33, -0.7, (SzSol/2)+7>; #declare B = < 33, -0.7, (SzSol/2)+7>;
#declare P = Interpolate(A, B, NormClock); #declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P } object { HexaWood translate P }
@ -35,7 +35,7 @@ object { HexaWood translate P }
object { Le_Decor } object { Le_Decor }
#declare CamY = 36 - (10.05 * Cos_01(NormClock)); #declare CamY = 36 - (21.36 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock); #declare LatY = -4 + ( 2.12 * NormClock);
camera { camera {
@ -45,5 +45,5 @@ camera {
// focal_point <2, 1, 12> // focal_point <2, 1, 12>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 45 + (58*NormClock) angle 45 + (52*NormClock)
} }

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@ -83,9 +83,9 @@ union {
// ------------------------------------------------------ // ------------------------------------------------------
#macro Trident_A () #macro Trident_A ()
union { union {
object { Trid_A_head () translate y*0.83 } object { Trid_A_head () translate y*0.83 }
object { Trid_A_body () } object { Trid_A_body () }
object { Trid_A_tail () translate -y*0.60 } object { Trid_A_tail () translate -y*0.6 }
// object { Repere translate <0.1, 0, 0.1> } // object { Repere translate <0.1, 0, 0.1> }
} }
#end #end

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@ -15,11 +15,10 @@ union {
#local EZ = 2.3; #local EZ = 2.3;
object { Trident_A () rotate x*87 } object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> } object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.4, -EZ> } object { HexaCone () translate < EX, -0.2, -EZ> }
object { HexaStar rotate y*90 translate <-EX*2, 0, -EZ*2> } object { HexaStar rotate y*90 translate <-EX*2, 0, -EZ*2> }
object { HexaCone () translate < EX*2, 0.3, -EZ*2> } object { HexaCone () translate < EX*2, -0.2, -EZ*2> }
} }
rotate y*90 // pour pointer vers X
} }
/* =============================================================== */ /* =============================================================== */