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...

78 Commits

Author SHA1 Message Date
Tonton Th
c37530d999 reglage texture 2026-03-04 21:40:09 +01:00
Tonton Th
15849c4aa2 ajustement horloge double 2026-03-04 21:39:25 +01:00
Tonton Th
3f57aec353 another another camera twiddling 2026-03-03 19:42:05 +01:00
Tonton Th
90562d2ce6 camera tuning 2026-03-01 21:09:10 +01:00
Tonton Th
daaa8eeb01 better metadata in vidz 2026-02-27 22:38:56 +01:00
Tonton Th
35e6c0dfb5 camera change 2026-02-25 14:14:45 +01:00
Tonton Th
6ee8932ba4 typographic perversity 2026-02-20 23:20:17 +01:00
Tonton Th
a3558cc1db adjust cameras before the next rendering batch 2026-02-20 23:14:10 +01:00
Tonton Th
2eea147f82 another bunch of little changes 2026-02-20 12:54:57 +01:00
Tonton Th
4dca1e7d79 geometry tuning 2026-02-20 12:52:50 +01:00
Tonton Th
0207fc942b add the "Vase" concept 2026-02-20 12:51:23 +01:00
Tonton Th
59c2b266ef small changes 2026-02-19 13:04:02 +01:00
Tonton Th
f6104c8b5d that was a bad idea 2026-02-18 19:19:20 +01:00
Tonton Th
676cf5bd87 clean the brotch 2026-02-18 02:02:10 +01:00
Tonton Th
c0a0d2467e hardening the camera 2026-02-17 23:15:31 +01:00
Tonton Th
5e5d0ae116 fix an excessive psychedelic effect 2026-02-17 23:14:51 +01:00
Tonton Th
b6ac4f8ce5 dynamic and camera tuning 2026-02-17 22:28:18 +01:00
Tonton Th
3fdfa5a0c0 swap two elements 2026-02-17 14:16:36 +01:00
Tonton Th
fd452889ea correction du planning 2026-02-17 14:16:08 +01:00
Tonton Th
b3030b886d Blob_Boxed is alive 2026-02-16 23:55:40 +01:00
Tonton Th
b246f3ba23 another try... 2026-02-16 23:53:20 +01:00
Tonton Th
27b37f17dd fix an of-by-0.2 bug 2026-02-16 19:51:47 +01:00
Tonton Th
ffd3f48b9d moving Blob_Boxed to the right file 2026-02-16 18:22:43 +01:00
Tonton Th
dfedf5f52c fine tuning 2026-02-16 18:10:58 +01:00
Tonton Th
dd4fe05229 radical change of the camera position 2026-02-16 12:44:06 +01:00
Tonton Th
0649930f7e hexablob + openbox -> boxed_blob 2026-02-15 16:12:53 +01:00
Tonton Th
606536c3f3 welcome here, hexa-patrol 2026-02-14 13:35:54 +01:00
Tonton Th
6a983ee560 add the "patrouille" sequence 2026-02-13 23:28:37 +01:00
Tonton Th
d349b23a91 fix a bug & enhance cli 2026-02-13 12:11:52 +01:00
Tonton Th
77c82f6e96 essential adjustements 2026-02-12 10:35:40 +01:00
Tonton Th
e5439eee54 nice try, but... 2026-02-12 10:21:52 +01:00
Tonton Th
fe3bdff7dd better hole borders 2026-02-11 00:00:47 +01:00
Tonton Th
f1fcebd77d a better name 2026-02-10 20:15:14 +01:00
Tonton Th
c47606438f last commits of this night 2026-02-10 04:59:43 +01:00
Tonton Th
ceb4dea907 add border to the hole 2026-02-10 04:08:49 +01:00
Tonton Th
1bef5baa93 tweak the dynamic 2026-02-10 01:21:32 +01:00
Tonton Th
2d5093eab9 changes are to small to be commited 2026-02-09 18:53:47 +01:00
Tonton Th
1ed6ce79d1 pour faire plaisir à brunus 2026-02-09 14:40:34 +01:00
Tonton Th
47a2089561 un bon gros paquet de changements :) 2026-02-09 12:29:28 +01:00
Tonton Th
9de6929b48 keep cool, bro ! 2026-02-02 14:41:01 +01:00
Tonton Th
9779b15176 slow down, bro ! 2026-02-02 14:39:38 +01:00
Tonton Th
8a6f4b3e12 + archi things 2026-01-31 09:27:58 +01:00
Tonton Th
a4025b907f add a new sequence: "around" 2026-01-26 22:23:49 +01:00
Tonton Th
957fb39ec2 add a new sequence: "around" 2026-01-26 22:22:32 +01:00
Tonton Th
438cb71b43 increase zoom-out 2026-01-25 08:42:30 +01:00
Tonton Th
d479b566b3 patch emerging tridents 2026-01-25 08:41:18 +01:00
Tonton Th
02556e71d3 commit su soir, espoir 2026-01-22 02:38:31 +01:00
Tonton Th
c08cd56637 silent superflous msg 2026-01-20 21:37:07 +01:00
Tonton Th
a51a963ba0 commit for rabbit 2026-01-16 18:29:15 +01:00
Tonton Th
77ebfd9018 some tweaks... 2026-01-15 20:30:08 +01:00
Tonton Th
4e88f481ff on the way to a new hexastar 2026-01-15 20:29:32 +01:00
Tonton Th
f251fbb825 mettre le Repere au bon endroit 2026-01-14 15:34:39 +01:00
Tonton Th
0c4aa1a31c a lot of patches 2026-01-14 14:01:20 +01:00
Tonton Th
83c8ce3f79 comment off an useless message 2026-01-14 13:50:54 +01:00
Tonton Th
243490996f slow down render for // builds 2026-01-11 13:49:18 +01:00
Tonton Th
5ae1cd149c small changes to the cam 2026-01-11 13:02:05 +01:00
Tonton Th
32eb08a0c1 typographic consmetic changes 2026-01-11 12:48:15 +01:00
Tonton Th
80044acb4c a little more doc 2026-01-11 12:22:21 +01:00
Tonton Th
6350c799db tuning 2026-01-09 20:28:50 +01:00
Tonton Th
fb126ec1b0 add comment & fix a bug ? 2026-01-08 12:01:28 +01:00
Tonton Th
eda56a4ac1 downsizing hexastar 2026-01-08 11:43:50 +01:00
Tonton Th
6032290f5e ops 2026-01-08 11:41:54 +01:00
Tonton Th
722795a45f adjust new objects 2026-01-06 06:47:42 +01:00
Tonton Th
e321cd510b oups camera 2026-01-06 06:46:10 +01:00
Tonton Th
297d0f478b adjuste the cam 2026-01-06 06:45:33 +01:00
Tonton Th
324198eb3f cosmetic 2026-01-06 06:44:43 +01:00
Tonton Th
4efc950a50 smaller is better 2026-01-06 06:44:04 +01:00
Tonton Th
ad0272bff1 rotación de la estrella 2026-01-06 06:42:37 +01:00
Tonton Th
bdd3a53a8c oups again... 2026-01-06 06:40:19 +01:00
Tonton Th
cf3fa8f1ce oupsss... 2026-01-06 06:12:44 +01:00
Tonton Th
0803d45d5c little cleanup 2026-01-05 12:38:25 +01:00
Tonton Th
111a7519f1 commits du dimanche soir, espoir 2026-01-04 23:01:37 +01:00
Tonton Th
90894f8008 explorations 2026-01-04 04:16:52 +01:00
Tonton Th
b0c0cc3140 little cosmetic change 2026-01-03 12:53:54 +01:00
Tonton Th
f5eb6cfe78 omfg, a bug in the Makefile ! 2026-01-03 08:39:40 +01:00
Tonton Th
36f1e1df37 fix an include order bug 2026-01-03 08:30:54 +01:00
Tonton Th
a575e428b2 big revamping, part 1 2026-01-02 21:15:55 +01:00
Tonton Th
f5b2e1c227 cosmetic again 2026-01-02 19:07:32 +01:00
47 changed files with 1332 additions and 620 deletions

View File

@@ -4,7 +4,8 @@ DIMS = -W1600 -H1200
POVOPT = +q9 +A0.05 -WT2 Declare=NbFrames=450 -d
POVDEP = contexte.inc hexacone.inc hexabenz.inc \
hexastar.inc \
all.inc hexastar.inc \
architecture.inc \
globals.inc hexawood.inc datas/hf.png \
dynamic.inc trident.inc groundbase.inc \
gadgets.inc xperiment.inc
@@ -20,9 +21,16 @@ PNG: essai.png scene.png topview.png passage.png \
hexacone.png remote.png survol.png cutoff.png \
carto.png hexawood.png bubblecut.png \
circular.png panoramic.png splined.png \
trident.png approche.png
trident.png approche.png hexastar.png \
patrouille.png
echo "make PNG ck=$(CK) done" >> WS/log
patrouille.png: patrouille.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
around.png: around.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
approche.png: approche.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
@@ -41,7 +49,7 @@ cutoff.png: cutoff.pov Makefile $(POVDEP)
bubblecut.png: bubblecut.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
essai.png: essai.pov Makefile $(POVDEP)
essai.png: essai.pov Makefile $(POVDEP) hexastar.inc
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
noise.png: essai.png Makefile
convert -verbose -noise 45x3 $< $@
@@ -55,6 +63,9 @@ hexacone.png: hexacone.pov Makefile $(POVDEP)
hexawood.png: hexawood.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
hexastar.png: hexastar.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) +K$(CK) -i$< -o$@
passage.png: passage.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@

View File

@@ -29,7 +29,9 @@ produites par un [script shell](./mkloop.sh).
Avant toute chose, vous devrez vérifier la présence de plusieurs
répertoires :
d'un coté `./frames/<name>` pour stocker les images calculées et
D'un coté `./frames/<name>` pour stocker les images calculées
de chaque séquence et
./frames/Spool` pour l'assemblage de la vidéo intégrale :
```
@@ -42,7 +44,8 @@ frames/
├── Spool
└── topview
```
et de l'autre coté `./WS/` pour ranger les fichiers de travail.
et de l'autre coté `./WS/` pour ranger les
[fichiers de travail](./WS/README.md).
Ensuite, il faut assembler toutes ces images calculées en une vidéo
de qualité (ce que fait je très empiriquement). Tout d'abord, on encode
@@ -50,21 +53,21 @@ de qualité (ce que fait je très empiriquement). Tout d'abord, on encode
pour les mettre dans le grand Ternet mondial à partir de mon
[ADSL](http://maison.tth.netlib.re/pov/hexacone.html) de campagne.
Ensuite, un autre [script](./tools/linkfarmer.sh) assemble toute
les sequences dans le produit
les séquences dans le produit
[final](http://maison.tth.netlib.re/v/hc/full.mp4), en ajoutant
générique et inter-titres.
À vous de jouer maintenant.
À vous de jouer maintenant : *« Fork & Enjoy »*
## Contact
* La [mailing-list du tetalab](https://lists.tetalab.org/postorius/lists/tetalab.tetalab.org/) ;
* Par IRC, canal `#tetalab` sur le réseau de [Libera](https://libera.chat/).
* Par IRC, canal `#tetalab` ou `#povray` sur le réseau de [Libera](https://libera.chat/).
* Dans [Mastodon](https://mastodon.tetaneutral.net/@tth) et [Peertube](https://tube.interhacker.space/c/tth_channel/videos)
## La suite
Des choses à faire : [TODO](TODO.md) list.
Il reste bien des choses à faire : [TODO](TODO.md) list.
**Le gras c'est la vie** (proverbe local)

13
TODO.md
View File

@@ -7,17 +7,24 @@
## Outils
- automatiser la création des répertoires dans `frames/`
- Génération de sous titres automatisée.
## Trucages
- Se remettre à bosser sur [libtthimage](https://git.tetalab.org/tTh/libtthimage).
- Se remettre à (enfin) améliorer
[libtthimage](https://git.tetalab.org/tTh/libtthimage).
- Relire le livre de Brunus sur ImageMagick.
## Audio
- Songer à un cadriciel pour la piste son.
- Trouver un compositeur et les musiciens.
- Étudier à fond la documentation de `sox`
## ... en bref ...
Il reste encore beaucoup de chemin à parcourir, mais la
route est bien plaisante. Je me permet néamoins de déplorer
le peu de présence de povistes dans mon entourage.
route est bien plaisante.
Je me permet néamoins de déplorer le peu de présence de
[povistes](https://mastodon.tetaneutral.net/tags/Povray) dans
mon entourage.

31
all.inc
View File

@@ -0,0 +1,31 @@
/*
* Tous les includes dans le bon ordre
*/
#debug "+++++++++++++++++++++++++++ DEBUT ALL\n"
// tous les petits elements
#include "gadgets.inc"
// les hexatrucs qui sont OK
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "hexastar.inc"
// les machins avec des bugs
#include "architecture.inc"
// les constructions en chantier
#include "xperiment.inc"
// et on assemble tout !
#include "contexte.inc"
// les machins qui bougent
#if ( ! NO_DYNAMIC )
#include "dynamic.inc"
#end
#debug "+++++++++++++++++++++++++++ FIN ALL\n"

View File

@@ -8,22 +8,18 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare LocX = 0;
#declare LocY = 3.6 - NormClock;
#declare LocZ = -210 + (120 * NormClock);
#declare LocX = -0.5 + Cos_010(NormClock);
#declare LocY = 2.6 - NormClock;
#declare LocZ = -200 + (118 * NormClock);
#declare LocCam = <LocX, LocY, LocZ>;
#declare LatCam = <0, 1.2, 0>;
#declare LatCam = <0, 0.92+NormClock, 0>;
// object { Repere scale 5 translate Interpolate(LocCam, LatCam, 0.50) }

106
architecture.inc Normal file
View File

@@ -0,0 +1,106 @@
/*
* H E X A C O N E - A R C H I T E C T U R E
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* file created on Sat Jan 31 07:07:28 AM UTC 2026
*/
// ===========================================================
#declare SzC = 0.3;
#macro Base_Col_A ()
merge {
box { <-SzC, 0, -SzC>, <SzC, 0.222, SzC> }
#local B = SzC * 0.7;
box { <-B, 0, -B>, <B, 0.333, B> }
#local R = rand(Rng1);
#if (R < 0.33)
texture { T_Stone25 }
#else
texture { T_Stone26 }
#end
}
#end
// -----------------------------------------------------------
#macro Haut_Col_A ()
difference {
#local S = SzC * 0.87;
box { <-S, 0, -S>, <S, 0.222, S> }
#local E = SzC + 1;
#local R = S * 0.42;
cylinder { <-E, 0, S>, <E, 0, S>, R }
cylinder { <-E, 0, -S>, <E, 0, -S>, R }
#local R = rand(Rng1);
#if (R < 0.33)
texture { T_Stone27 }
#else
texture { T_Stone28 }
#end
}
#end
// -----------------------------------------------------------
#macro Fut_Col_A (H)
object {
cylinder { 0, H*y, 0.15 }
#local R = rand(Rng1);
#if (R < 0.43)
texture { T_Stone29 }
#else
texture { T_Stone34 scale 3 }
#end
}
#end
// -----------------------------------------------------------
#macro Colonne_A (H)
union {
object { Haut_Col_A () translate y*H }
object { Fut_Col_A (H) }
object { Base_Col_A () }
}
#end
// ===========================================================
// bon, on a un pilier/colonne donc de quoi poser
// dessus un linteau pour avoir un genre de portique
// pour remplacer les arches de l'approche.
#macro Linteau_A (Lg, Epp)
merge {
#local L = Lg + 0.42;
#local K = 0.28;
box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
#local R = rand(Rng1);
#if (R < 0.63)
texture { T_Grnt6 scale 4 }
#else
texture { T_Stone34 scale 3+rand(Rng1) }
#end
}
#end // macro
// -----------------------------------------------------------
#macro Linteau_B (Lg, Epp)
merge {
#local L = Lg + 0.20;
#local K = 0.36;
box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
texture { T_WIP_dents rotate y*(rand(Rng1)*77) }
}
#end // macro
// ===========================================================
#macro Portique_A ()
union {
#local Larg = 2.8;
#local Haut = 3.4;
object { Colonne_A (Haut) translate -x*Larg }
object { Colonne_A (Haut) translate x*Larg }
#local R = rand(Rng1);
#if (R < 0.80)
object { Linteau_A (Larg,0.26) translate y*(Haut+0.20) }
#else
object { Linteau_B (Larg,0.28) translate y*(Haut+0.20) }
#end
}
#end // macro
// ===========================================================

31
around.pov Normal file
View File

@@ -0,0 +1,31 @@
/*
* H E X A C O N E - A R O U N D
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* scene imaginée le 26 janvier 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare R_around = 120;
#declare CK = 2.9 + (3.141592654 * NormClock);
#declare CamX = R_around * cos(CK);
#declare CamY = 15 + (6*Cos_010(NormClock));
#declare CamZ = R_around * 1.8 * sin(CK);
camera {
location <CamX, CamY, CamZ>
look_at <0, 0.5 + NormClock, 0>
right <image_width/image_height, 0, 0>
angle 36
}

View File

@@ -7,13 +7,8 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 1;
#include "all.inc"
// =======================================================
@@ -37,7 +32,7 @@ sphere { Position, 0.020 translate y*TY + POS_Cutoff
texture { T_WIP_alert } }
*/
/* this one is for debugging */
/* those are for for debugging */
// object { OpenBox (1, 0.05) translate y*TY + POS_Cutoff }
// object { Repere translate y*2.8 + POS_Cutoff }

View File

@@ -9,30 +9,28 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
// ---------------------------------------------------------
// dessiner une grille
union {
#for (Foo, -140, 140, 10)
#local H = 0.17;
cylinder { <-150, H, Foo>, <150, H, Foo>, 0.06 }
cylinder { <Foo, H, -150>, <Foo, H, 150>, 0.06 }
#local H = 0.07;
#local Ra = 0.05;
cylinder { <-150, H, Foo>, <150, H, Foo>, Ra }
cylinder { <Foo, H, -150>, <Foo, H, 150>, Ra }
#end
pigment { color Black }
}
// ---------------------------------------------------------
object { Repere scale 10 translate y*10 }
object { Le_Decor }
camera {
location <45, 179+(76*NormClock), 18-(17*NormClock)>
location <46, 149+(117*NormClock), 18-(12*NormClock)>
look_at <0, 1.18, 0.17 + (2.4*NormClock)>
right <image_width/image_height, 0, 0>
angle 50

View File

@@ -7,22 +7,17 @@
#include "globals.inc"
#include "contexte.inc"
#include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
#include "dynamic.inc"
object { Le_Decor }
// =======================================================
#declare R_circ = R_circular + 0.07;
#declare CK = 1.9 + (1.23 * Cos_01(NormClock * 3.141592654));
#declare CK = 2.9 + (1.51 * Cos_01(NormClock));
#declare CamX = R_circ * cos(CK);
#declare CamY = 3.08 + abs(sin(CK/4.00));
@@ -31,12 +26,12 @@ object { Le_Decor }
#declare AV = 0.070;
#declare LatX = R_circ * 0.96 * cos(CK + AV);
#declare LatY = 2.65;
#declare LatZ = R_circ * 0.97 * sin(CK + AV);
#declare LatZ = R_circ * 0.95 * sin(CK + AV);
camera {
location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 60
angle 64
}

View File

@@ -4,29 +4,37 @@
/* voir aussi le fichier 'globals.inc' */
/* ======================================================= */
// #debug "+++++++++++++++++++++ debut contexte\n"
/* ======================================================= */
#include "groundbase.inc"
#include "xperiment.inc"
#include "gadgets.inc"
#macro Trois_Portiques (Dist)
union {
object { Portique_A () }
object { Portique_A () scale <1, 1.2, 1> translate z*11 }
object { Portique_A () rotate y*11 translate z*22 }
// XXX scale 1.85
}
#end // macro trois portiques
/* ======================================================= */
/*
* essai du 12 mars 2025
*/
#declare RedB_0_X = 19;
#declare RedB_0_Z = 29;
#declare RedB_0_X = 19; #declare RedB_0_Z = 29;
#declare RedB_1_X = -24;
#declare RedB_1_Z = 8;
#declare RedB_1_X = -24; #declare RedB_1_Z = 8;
#declare RedB_2_X = 39;
#declare RedB_2_Z = -14;
// XXX #declare RedB_2_X = 36; #declare RedB_2_Z = -21;
#declare RedB_2_X = 2; #declare RedB_2_Z = -40;
#declare RedB_3_X = 42; #declare RedB_3_Z = -5;
#declare Pos_RedB_0 = <RedB_0_X, 0, RedB_0_Z>;
#declare Pos_RedB_1 = <RedB_1_X, 0, RedB_1_Z>;
#declare Pos_RedB_2 = <RedB_2_X, 0, RedB_2_Z>;
#declare Pos_RedB_3 = <RedB_3_X, 0, RedB_3_Z>;
#macro RoundBase_0 ( T )
difference {
@@ -35,7 +43,7 @@ difference {
cylinder { 0, y*0.36, R*0.99 }
cone { y*0.37, R*0.80, y*0.425, R*0.83 }
#for (Foo, 0, 359, 10)
#if (rand(Rng1) > 0.16)
#if (rand(Rng1) > 0.17)
#local Dx = R * sin(radians(Foo));
#local Dz = R * cos(radians(Foo));
cone { 0, 0.01, y*0.41, 0.10 translate <Dx, 0, Dz> }
@@ -56,9 +64,9 @@ union {
translate y*(H_gyro+H_gylampe+0.04)
}
#local R = rand(Rng1);
#if (R < 0.33333) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66666) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 }
#if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 scale 1+rand(Rng1) }
#end
#undef R
}
@@ -101,7 +109,7 @@ union {
#macro Les_GyroPhares ()
union {
#local E = SzSol * 0.455;
#local E = SzSol * 0.471;
#for (Idx, 0, 359, 60)
#local Ang = radians(Idx+9.33);
#local Dx = E * sin(Ang);
@@ -114,11 +122,10 @@ union {
/* ======================================================= */
/* 11 avril 2025, je pose un grand cercle d'hexapoles
* 9 octobre 2025, je rajoute un rail circulaire
* les navettes qui circulent sont dans 'dynamic.inc'
*/
#declare Les_HexaPoles = object
{
union {
#for (Ang, 0, 359, 6)
#local De = 3.6 + (0.5*rand(Rng1));
@@ -187,39 +194,34 @@ union {
}
}
}
/* ------------------------------------------------------------ */
#declare RHBlo = 0.24;
#declare RHBlo2 = RHBlo * 0.666;
#declare HexaBlob = object
{
blob {
// threshold 0.01 + NormClock
threshold 0.01
sphere { <0, 0, 0>, RHBlo, 1 }
#local E = RHBlo * 1.210;
#local W = 0.15;
sphere { <-E, 0, 0>, RHBlo2, W }
sphere { < E, 0, 0>, RHBlo2, W }
sphere { < 0, -E, 0>, RHBlo2, W }
sphere { < 0, E, 0>, RHBlo2, W }
sphere { < 0, 0, -E>, RHBlo2, W }
sphere { < 0, 0, E>, RHBlo2, W }
}
}
/* ======================================================= */
/*
* on déclare et rempli le tableau avec la place des trous
*/
#declare UnderHoles = array[6]
/*
* on rempli le tableau avec la place des trous
*/
#ifdef (DEBUG_LEVEL)
#debug "Underholes : DEBUG_LEVEL activated\n"
#fopen Trid "WS/underholes.log" write
#end // if debulevel
#for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.090;
#local Px = sin(Angle) * (SzSol * 0.97);
#local Pz = cos(Angle) * (SzSol * 1.04);
#local Angle = (Idx + 0.19) * 1.09; // magic numbers ?
#local Kr = 5 - (rand(Rng1)*2.5);
#local Px = Kr + sin(Angle) * (SzSol * 0.98);
#local Kr = 5 - (rand(Rng1)*2.5);
#local Pz = Kr + cos(Angle) * (SzSol * 1.02);
#ifdef (DEBUG_LEVEL)
#write (Trid, "Def_", Idx, " ", NormClock, " ", Px, " ", Pz, "\n")
#end
// put the coords in the array.
#declare UnderHoles[Idx] = <Px, 0, Pz>;
#end // for loop
#ifdef (DEBUG_LEVEL)
#fclose Trid
#end
#declare Underground = object
@@ -227,27 +229,30 @@ blob {
difference {
// plane { y, 0 }
#local Big = 300;
box { <-Big, -0.19, -Big>, < Big, 0.0000, Big> }
box { <-Big, -0.21, -Big>, < Big, 0.0000, Big> }
#undef Big
#for (Foo, 0, 5)
cylinder { -y*5, y*5, 3.1 translate UnderHoles[Foo] }
cylinder { -y*5, y*5, R_hole translate UnderHoles[Foo] }
#end
texture { Ground_Texture }
}
}
/* ======================================================= */
#declare Repere = object
/* 10 fev 2026, on place des bordures autour des trous */
/* voir aussi -> xperiment.inc */
#declare Les_Bordures = object
{
union {
#local R = 0.01555555;
cylinder { 0, <1, 0, 0>, R pigment { color Red } }
cylinder { 0, <0, 1, 0>, R pigment { color Green } }
cylinder { 0, <0, 0, 1>, R pigment { color Blue } }
#for (foo, 0, 5)
// #local YHB = (0.08 + (0.5*rand(Rng1)) * y);
#if (rand(Rng1) < 0.5)
object { HoleBorder_A (1.04) translate UnderHoles[foo] }
#else
object { HoleBorder_B (1.06) translate UnderHoles[foo] }
#end // if
#end // for
}
}
/* ======================================================= */
/*
* nouvel éclairage du 10 février 2025
@@ -282,12 +287,12 @@ rotate -19 * y
union {
/* a l'interieur du 'circular' */
object { Chose () translate <-25, 0, -31> }
object { Chose () translate < 20, 0, -32> }
object { Chose () translate < 20, 0, -36> }
/* a l'exterieur du 'circular' */
#for (foo, 0, 359, 18)
#local CK = radians(foo + (9*rand(Rng1)));
#local DX = 66 * sin(CK);
#local DZ = 64 * cos(CK);
#local DX = 76 * sin(CK);
#local DZ = 74 * cos(CK);
object { Chose () translate < DX, 0, DZ> } // XXX
#end
}
@@ -335,9 +340,9 @@ sky_sphere {
gradient y
color_map {
[ 0.2 color Gray20 ]
[ 0.4 color rgb <.5, .45, .4> ]
[ 0.7 color Gray40 ]
[ 0.9 color rgb <.5, .5, .45> ]
[ 0.4 color rgb <.5, .45, .43> ]
[ 0.7 color Gray50 ]
[ 0.9 color rgb <.5, .5, .47> ]
[ 1.0 color Gray20 ]
}
turbulence 3.14159 + 0.84 * Cos_010(NormClock)
@@ -356,32 +361,49 @@ sky_sphere {
{
union {
object { Underground }
object { Les_Bordures }
#include "groundbase.inc"
object { La_GroundBase }
object { RoundBase_0 (T_Beton_1)
translate <RedB_0_X, 0, RedB_0_Z> }
object { RoundBase_0 (T_Beton_2)
translate <RedB_1_X, 0, RedB_1_Z> }
object { RoundBase_0 (T_Planete_B)
translate <RedB_2_X, 0, RedB_2_Z> }
object { RoundBase_0 (T_Planete_A)
translate <RedB_3_X, 0, RedB_3_Z> }
// object { Les_Lumieres }
object { QuadriLight }
object { Les_GyroPhares () }
object { Les_HexaPoles }
object { Horloge rotate y*27 translate < 3, 0, -30> }
object { HorlogeDouble rotate y*(104*NormClock)
translate < 8, 0, -30> }
object { Les_Choses }
object { Les_Arches (1.9) rotate y*152 translate <-34, 0, -26> }
object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> }
object { Les_Cahutes () rotate y*90 translate <24, 0, -10> }
// XXX object { Les_Cahutes () rotate y*17 translate <2, 0, -40> }
object { Les_Cahutes () rotate y*17 translate <37, 0, -20> }
/* les trucs dans le Y négatif */
object { Trois_Arches (1.4) scale 2.7 translate <0, 0, -121> }
/* --------- les trucs dans le Y négatif */
// object { Trois_Arches (1.4) scale 2.4 translate <0, 0, -131> }
object { Trois_Portiques (1.4) translate <0, 0, -111> }
object { OpenBox(1.5, 0.06) translate <-19, 1.49, -88> }
object { OpenBox(1.5, 0.06) translate <-18, 1.52, -104> }
object { OpenBox(1.5, 0.06) translate <-19, 1.52, -134> }
object { Les_Cahutes () translate <29, 0, -79> }
object { Les_Cahutes () translate <31, 0, -91> }
object { Les_Cahutes () translate <20, 0, -104> }
object { OpenBox(1.5, 0.06) translate <-21, 1.52, -104> }
object { OpenBox(1.5, 0.06) translate <-20, 1.52, -144> }
#for (Foo, 0, 5)
object { Les_Cahutes () translate <27, 0, -(77+Foo*11)> }
#end // for
/* --------- les trucs dans le Y positif */
// object { OpenBox(1.6, 0.11) translate <-3, 3.58, 112> }
object { Blob_Boxed scale 4 translate <-3, 3.58, 112> }
object { Blob_Boxed scale 4 rotate y*45 translate <3, 6.7, 161> }
}
}
/* ------------------------------------------------------------ */

View File

@@ -7,13 +7,8 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
@@ -23,7 +18,7 @@
#declare Kbox = (2.03*NormClock);
difference {
object { HexaCone () }
object { HexaCone () rotate <9-(11*NormClock), 6, -7> }
box { -1, 1 translate z*Kbox }
translate y*TY + POS_Cutoff
}
@@ -34,7 +29,7 @@ difference {
// =======================================================
light_source {
<-24, 0.4, -1>
<-14, 0.4, -1>
colour Orange
parallel
point_at y*TY + POS_Cutoff
@@ -45,7 +40,7 @@ object { Le_Decor }
// =======================================================
#local CamX = POS_Cutoff.x + 3.5 + (3.14*Cos_01(NormClock));
#local CamY = 2.1 + (1.11*sqrt(NormClock));
#local CamY = 2.01 + (1.14*sqrt(NormClock));
#local CamZ = POS_Cutoff.z + 4.30 - (1.02*NormClock);
camera {

View File

@@ -1,12 +1,29 @@
/*
*/
// =======================================================
// rajout d'une patrouille en vol
// 2 janvier 2026
object {
#local CK = (clock / 230) - 0.75; // en radians
#local RD = 63; // rayon deplacement
#local Xp = RD * sin(CK);
#local Zp = RD * cos(CK);
#declare Loc_Patrouille = <Xp+10, 70+(11*NormClock), Zp>;
object { Patrouille }
rotate y*degrees(CK)
translate Loc_Patrouille
}
// =======================================================
// on va tenter de placer quelques trucs
// qui bougent sur le rail circulaire
#for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0197)) * 4.02; // radians
#local CK = (NormClock+(foo*0.0200)) * 4.05; // radians
#declare Xpos = R_circular * sin(CK);
#declare Zpos = R_circular * cos(CK);
#declare AR = degrees(CK);
@@ -19,8 +36,11 @@ object {
/// =======================================================
/* des trucs autour des trous du sol. */
object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
object { Les_Machins rotate -y*clock translate UnderHoles[3] }
// Les_Machins --> 'gadgets.inc'
object { Les_Machins rotate -y*clock translate UnderHoles[2] }
object { Les_Machins rotate y*clock translate UnderHoles[5] }
// object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
/// =======================================================
/*
@@ -30,11 +50,11 @@ object { Les_Machins rotate -y*clock translate UnderHoles[3] }
{
#local K = 1.39;
union {
object { HexaBenz () rotate y*90 translate <-K, 1.79, 0> }
object { HexaBenz () translate < K, 1.66, 0> }
object { HexaBenz () rotate y*94 translate <-K, 1.86, 0> }
object { HexaBenz () rotate -x*7 translate < K, 1.96, 0> }
}
}
object { BiBenz rotate -y*(clock*0.26) translate Pos_RedB_0 }
object { BiBenz rotate -y*(clock*0.28) translate Pos_RedB_0 }
/*
* deux hexacones se tournent autour
@@ -44,7 +64,7 @@ object { BiBenz rotate -y*(clock*0.26) translate Pos_RedB_0 }
#local K = 1.27;
union {
object { HexaCone () rotate y*90 translate <-K, 1.7, 0> }
object { HexaCone () rotate <4, 1, 7> translate < K, 1.9, 0> }
object { HexaCone () rotate <9, 1, 7> translate < K, 1.9, 0> }
}
}
object { BiCone rotate -y*(Cos_010(NormClock)*65.38) translate Pos_RedB_1 }
@@ -58,10 +78,17 @@ union {
}
}
object { BiTrident
rotate y*(570*Cos_01(NormClock))
rotate y*(670*Cos_01(NormClock))
translate Pos_RedB_2 + (y*2)
}
/* l'hexastar est une nouvelle venue du 4 janvier 2026 */
// elle est ici présentée sur son estrade.
object { HexaStar rotate -z*5
rotate y*(670*sin(NormClock))
translate Pos_RedB_3 + (y*2)
}
/*
* on fait passer un hexatruc dans le ciel
*/
@@ -71,20 +98,31 @@ object { BiTrident
object { HexaCone () rotate y*((12*NormClock)+80) translate P }
/* -----------------------------------------------
* le vaisseau "trident" passe a travers les
* trous de l'underground
* * le vaisseau "trident" passe a travers les
* trous de l'underground.
* * les coordonnées de ces trous sont définies
* dans le fichier 'contexte.inc'.
*/
// #fopen Trid "WS/tridents.log" write
#for (Foo, 0, 5)
#declare Dy = rand(Rng1)-4+(11*NormClock);
#declare Tr = UnderHoles[Foo] + <0, Dy, 0>;
#declare Ry = (( 0.5+rand(Rng1)-NormClock ) * 97);
// #write (Trid, Foo, " ", NormClock, " ", Dy, " ",
// Ry, " ", Tr, "\n")
object { Trident_A () translate y+( (5*rand(Rng1)) - 2.5)
rotate y*Ry translate Tr }
#ifdef (DEBUG_LEVEL)
#fopen Trid "WS/underholes.log" append
#end
#for (Foo, 0, 5)
#declare Dy = (14*rand(Rng1))-9+(14*NormClock);
#declare Tr = UnderHoles[Foo] + <0, Dy, 0>;
#declare Ry = (( 0.5+rand(Rng1)-NormClock ) * 166);
#ifdef (DEBUG_LEVEL)
#write (Trid, "Trid ", Foo, " ", NormClock, " ", Dy, " ",
Ry, " ", Tr, "\n")
#end
object { Trident_A () rotate y*Ry
// translate y+( (10*rand(Rng1)) - 5)
translate Tr }
#end
#ifdef (DEBUG_LEVEL)
#fclose Trid
#end
// #fclose Trid
/*
* ----------------------------
@@ -112,13 +150,15 @@ object { HexaBenz ()
/*
* passage d'un hexawood près de la base
*/
#declare A = <-25, 0.4, (SzSol/2)+4>;
#declare B = < 29, 0.5, (SzSol/2)+1>;
#declare A = <-25, 0.4, (SzSol/2)+5>;
#declare B = < 29, 0.5, (SzSol/2)+2>;
#declare P = Interpolate(A, B, NormClock);
#local K = NormClock*31;
#local R = 16.64 * cos(K);
#local H = 0.52 * pow(sin(K), 3);
#local H = 0.50 * pow(sin(K), 3);
#declare P_hexawood = P + <0, 0.26+H, 0>;
// #debug "+++++++++++++ P_hexawood defined\n"
object { HexaWood rotate z*R translate P_hexawood }
/*
@@ -136,6 +176,3 @@ object { Trident_A () rotate y*(clock*2.7)
#debug "dynamic is loaded\n"
/* ----------------------------------- */

View File

@@ -8,26 +8,20 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
#include "dynamic.inc"
#local Y_mean = 0;
#local Y_count = 0;
#for (idX, -3, 3)
#for (idZ, -3, 3)
#local posX = (idX * 4.72) + (rand(Rng1)-0.5);
#local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.75));
#local posZ = (idZ * 4.39) ;
#local posX = (idX * 4.76) + (rand(Rng1)-0.5);
#local posY = 3.2 + (NormClock * 17 * (rand(Rng1)+0.95));
#local posZ = (idZ * 4.44) ;
#local Rx = (rand(Rng1) - 0.5) * 12;
#local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
#local Rz = (rand(Rng1) - 0.5) * 11;
@@ -39,9 +33,13 @@
#if ( (abs(posX)>Limit) & (abs(posZ)>Limit) ) // position
#local Y_mean = Y_mean + posY;
#local Y_count = Y_count + 1;
#if (rand(Rng1) < 0.555)
#local R = rand(Rng1);
#if (R < 0.30)
object { HexaCone () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#elseif (R < 0.60)
object { HexaStar rotate y*90 rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
#else
object { HexaBenz () rotate <Rx, Ry, Rz>
translate <posX, posY, posZ> }
@@ -54,18 +52,16 @@
object { Le_Decor }
// object { Repere scale 5 translate y }
#local CamX = 8.7 + ( 6.9 * Cos_01(NormClock));
#local CamY = 0.42 + (18.36 * Cos_01(NormClock));
#local CamZ = 122 - (22.9 * Cos_01(NormClock));
#local CamX = -8.7 + ( 6.9 * Cos_01(NormClock));
#local CamY = 0.42 + (17.06 * Cos_01(NormClock));
#local CamZ = 122 - (21.9 * Cos_01(NormClock));
#local LatY = (Y_mean / Y_count) - NormClock;
#debug concat("Lat Y ", str(LatY, 7, 3),"\n")
#local LatY = (Y_mean / Y_count) - (0.5*NormClock);
// #debug concat("escadrille: Lat Y ", str(LatY, 7, 3),"\n")
camera {
location <CamX, CamY, CamZ>
look_at <0.0, LatY, 0>
right <image_width/image_height, 0, 0>
angle 56 - (21 * NormClock)
angle 54 - (31 * NormClock)
}

391
essai.pov
View File

@@ -5,59 +5,64 @@
#version 3.7;
// #declare DEBUG_LEVEL = 1; // un nouveau test ?
#include "globals.inc"
#declare NO_DYNAMIC = 1;
#include "all.inc"
#include "contexte.inc"
#include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// XXX
#include "xperiment.inc"
// XXX
// =======================================================
// nouveau du dernier jour 2025
#include "hexastar.inc"
#declare Une_HexaStar = object
{
object { HexaStar translate y*3 }
}
// =======================================================
/*
* new Tue Dec 30 07:39:09 AM UTC 2025
* il faut faire le tri ici !
-* __________________________
*/
#declare Patrouille = object
{
// =======================================================
// nouveau du 10 février 2026
#macro Anemone_A (E, H)
union {
#local EX = 2.3;
#local EZ = 2.7;
object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.2, -EZ> }
object { HexaBenz () translate <-EX*2, 0, -EZ*2> }
object { HexaCone () translate < EX*2, -0.2, -EZ*2> }
object { Repere scale 2 translate y*3.4 }
#for (foo, 0, 5)
#local A = radians(foo*60);
#local DX = E * sin(A);
#local DZ = E * cos(A);
cone { y*(H/8), 0.20, <DX, H, DZ>, 0.001
#local Rv = 0.7 + (0.2*rand(Rng1));
#local Gv = 0.6 + (0.2*rand(Rng1));
#local Bv = 0.6 + (0.3*rand(Rng1));
texture {
pigment { rgb <Rv, Gv, Bv> }
finish { phong 0.51 reflection 0.05 }
}
}
sphere { 0, 0.45 texture { T_WIP_color } }
#end // for
}
#end // macro
// =======================================================
/*
* new Thu Dec 18 01:14:19 AM UTC 2025
* 14 janvier 2026, j'ajoute un truc pour {enfin} gérer
* un DEBUG_LEVEL correct.
*/
#macro Le_ConeStack ()
#ifdef (DEBUG_LEVEL)
#debug "Cone Stack : DEBUG_LEVEL activated\n"
#fopen Log "WS/log.essai" write
#end // debug level
union {
#local Hcs = 0.50;
#local Rco = R_basecone * 1.95;
#local Hcs = 0.550;
#local Rco = R_basecone * 3.333;
#for (Foo, 0, 5)
#local Dy = Foo * 0.580;
#local Dx = 0.385 * sin(Foo+NormClock);
#local Dy = Foo * (Hcs + 0.0333);
#local Dz = 0.385 * cos(Foo+NormClock);
#local DV = <Dx, Dy, Dz>;
#ifdef (DEBUG_LEVEL)
#write (Log, Foo, " ", DV, "\n")
#end
union {
cone { 0, Rco, <0, Hcs, 0>, 0.001
#if (rand(Rng1) < 0.50) texture { Y_Texture }
@@ -69,12 +74,18 @@ union {
#else texture { G_Texture }
#end // if rand
}
translate y * Dy
translate DV
}
#end // for Foo
}
#ifdef (DEBUG_LEVEL)
#fclose Log
#end // debug level
#end // macro
// =======================================================
/* nouveau du 20 octobre 2025
* Un semblant de wagonnet qui va tourner sur le
@@ -92,39 +103,6 @@ union {
}
}
// =======================================================
/* nouveau du 7 octobre 2025 */
#macro Une_Boule ()
sphere {
0, 0.18 + (rand(Rng1) * 0.06)
#local R = rand(Rng1);
#if (R < 0.333) texture { C_Texture }
#elseif (R < 0.666) texture { M_Texture }
#else texture { Y_Texture }
#end
finish { specular 0.6 }
}
#end // macro
/* TODO
* trouver une meilleure méthode de placement
*/
#declare Les_Boules = object
{
union {
#for (A, 0, 64, 1)
#local CK = (NormClock*55.00) + (A*0.28);
object { Une_Boule ()
#local TX = 3.2 * sin(CK);
#local TY = 0.4 * cos(sin(CK));
#local TZ = 3.0 * cos(1-CK);
translate <TX, TY, TZ>
}
object { Repere scale 2 }
#end // for
}
}
// =======================================================
/*
* nouveau du 25 octobre 2025
@@ -132,93 +110,40 @@ union {
#declare Obj_BasicTexture = object
{
#local R = 0.385;
#local H = 1.71;
#local H = 1.51;
merge {
cylinder { 0, y*H, R }
sphere { 0, R scale <1, 0.50, 1> translate y*H }
difference {
#local R1 = R+0.46;
#local R2 = R+0.63;
box { <-0.19, 0, -0.17>, <R+0.4, H*0.42, R+0.6> }
cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.27 }
box { <-0.19, 0, -0.17>, <R+0.4, H*0.48, R+0.6> }
cylinder { <R1, -1, R2>, <R1, 1, R2>, 0.33 }
}
}
}
// -------------------------------------------------------
#declare BasicTextures = object
{
#local TR = 2.20;
union {
object { Obj_BasicTexture texture { R_Texture }
translate <TR*1.4, 0, 0> }
object { Obj_BasicTexture texture { G_Texture }
translate <0, 0, -1> }
object { Obj_BasicTexture texture { B_Texture }
translate <0, 0, TR/2> }
object { Obj_BasicTexture texture { Y_Texture }
translate < TR, 0, TR> }
object { Obj_BasicTexture texture { M_Texture }
translate <-TR, 0, TR> }
object { Obj_BasicTexture texture { C_Texture }
translate <-TR, 0, -TR> }
object { Repere scale 1.5 translate y*2.5 }
}
}
// -------------------------------------------------------
/*
* Après lecture de la doc (et une bonne 8.6), j'ai
* décidé de me lancer dans la création de textures
*/
#declare T_WIP_R = texture
{
pigment { color Red }
finish { phong 0.42 ambient 0.50 }
}
#declare T_WIP_G = texture
{
pigment { color Green }
finish { phong 0.23 ambient 0.30 }
}
#declare T_WIP_B = texture
{
pigment { color Blue }
finish { phong 0.23 ambient 0.50 }
}
// deuxieme lot ----------------------
#declare T_WIP_1 = texture
{
pigment { color <0.36, 0.6, 0.79> }
normal { dents 2.94 scale 0.5}
finish { specular 0.40 ambient 0.69 }
}
// -------------------------------------------------------
// the place to try new textures
#declare ProtoTextures = object
{
#local TX = 2.35;
#local TX = 2.55;
#local TZ = 2.95;
#local Kro = 32 + (NormClock * 17);
#local Kro = 32 + (NormClock * 37);
union {
object { Obj_BasicTexture texture { T_WIP_R }
object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { T_WIP_G }
object { Obj_BasicTexture texture { G_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_B }
object { Obj_BasicTexture texture { B_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_1 }
object { Obj_BasicTexture texture { T_WIP_dents }
rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_rasta }
@@ -234,108 +159,244 @@ union {
// =======================================================
/* Les choses, c'est l'espèce de vase avec des tiges
qui bougent, je devrais trouver un nom plus parlant */
qui bougent, je devrais trouver un nom plus parlant.
Mieux, on garde la chose mais on en dérive le vase
*/
#macro Vase_le_corps_a ()
intersection {
box { <-5, -5, -5>, <5, 0, 5> }
difference {
sphere { 0, 0.34 }
sphere { 0, 0.30 }
scale <1, 1.64, 1>
}
texture { T_WIP_redwave scale 0.15 + 0.333*rand(Rng1)
rotate <75*rand(Rng1), 75*rand(Rng1), 75*rand(Rng1)>
}
}
#end
// ------------------------------------
#macro Vase_le_corps_b ()
union {
#for (foo, 0, 359.999, 60)
#local Dx = 0.35 * sin(radians(foo));
#local Dz = 0.35 * cos(radians(foo));
torus { 0.09, 0.016
rotate z*30 rotate y*(foo-90)
translate <Dx, 0, Dz>
#local R = rand(Rng1);
#if (R < 0.50) texture { Y_Texture }
#else texture { M_Texture }
#end // end if
} // torus
#end // end for (foo
}
#end // end macro
// ------------------------------------
// ASSEMBLER LE CORPS
#macro Vase_le_corps ()
union {
object { Vase_le_corps_a () }
object { Vase_le_corps_b () }
translate y*0.95
}
#end
// ------------------------------------
// LE PIED
#macro Vase_le_pied ()
union {
cylinder { 0, y*0.80, 0.07 texture { T_WIP_dents scale 0.2 } }
cylinder { 0, y*0.08, 0.20 texture { T_WIP_dents scale 0.4 } }
}
#end
// ------------------------------------
// LES TIGES
#macro Vase_les_tiges ()
union {
#local CK = NormClock * (7.876+rand(Rng1));
#for (Foo, 0, 9)
// tout cela est bien tortueux !
#local CK2 = CK + Foo;
#local C2X = (R_C + 0.051) * sin(CK2+rand(Rng1)) * sin(CK*3);
#local C2Z = (R_C + 0.051) * (sin(-CK2+rand(Rng1)) *
cos(CK*(rand(Rng1))));
#local Rt = 0.02+(0.02*Cos_010(NormClock))-0.03*rand(Rng1);
#local H = 0.38 + 0.55*rand(Rng1);
union {
cylinder { 0, <C2X, H, C2Z>, Rt }
sphere { <C2X, H, C2Z>, Rt }
#local R = rand(Rng1);
#if (R < 0.25) texture { tPlasticOrange }
#elseif (R < 0.50) texture { tPlasticBlue }
#elseif (R < 0.75) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
}
#end // for
translate y*0.87
}
// #debug "== Fin chose les tiges\n"
#end // macro
// ------------------------------------
// ------------------------------------
#macro Vase ()
union {
Vase_le_pied ()
Vase_le_corps ()
Vase_les_tiges ()
}
#end // macro
// ------------------------------------
// =======================================================
#declare Des_Choses = object
{
union {
object { Chose () translate < 2.2, 0, 2.32> }
object { Chose () translate <-2.9, 0, 3.91> }
object { Chose () translate < 2.9, 0, -4.07> }
object { Chose () translate <-3.4, 0, -(3+NormClock)> }
object { Repere scale <3, 4, 3> translate 0.05*y }
object { Vase () scale 2 translate < 2.2, 0, 2.32> }
object { Vase () scale 1.4 translate <-2.9, 0, 3.91> }
object { Vase () scale 2 translate < 2.9, 0, -4.07> }
object { Vase () translate <-4.5, 0, -4> }
object { Repere translate 0.15*y }
}
}
// =======================================================
#declare Gyros = object
#declare GyroTrucs = object
{
// #debug " Les gyros !!!\n"
union {
#for (I, 0, 359, 30)
#declare E = 12 + (3*rand(Rng1));
#declare Dx = E * sin(radians(I));
#declare Dz = E * cos(radians(I));
#local R = rand(Rng1);
#if (R > 0.52)
object { GyroPhare () translate <Dx, 0, Dz> }
#elseif (R > 0.36)
object { Colonne_A (3.8)
rotate y*(90*rand(Rng1))
translate <Dx, 0, Dz> }
#else
object { Colonne_A (2.8)
rotate y*(90*rand(Rng1))
translate <Dx, 0, Dz> }
#end
#end // for
}
}
object { Gyros }
object { GyroTrucs }
// ========================================================##
#declare Architecture = object
{
union {
object { Portique_A () translate z*6.5 }
object { Portique_A () scale 2 translate z*2 }
object { Portique_A () scale 1.8 }
object { Portique_A () scale 2 translate -z*3 }
object { Portique_A () rotate y*9 translate -z*6.5 }
// object { Fleche translate y }
}
}
// ------------------------------------------------------ ##
#debug " !!! ACTION !!!\n"
#local Rv = 0.5 + (0.1*sin(clock*0.113));
#local Gv = 0.11;
#local Bv = 0.2 * abs(sin(clock*0.014));
light_source {
<-18, 54, -7>
colour Gray40
<-32, 40, -7>
colour <Rv, Gv, Bv>
parallel
point_at 0
}
// ------------------------------------------------------ ##
#declare Selector = mod(int(clock/60)+20, 8);
#declare Selector = int(clock/57);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 17 - 3*Cos_01(NormClock);
#declare AngleCam = 27 - 3*Cos_01(NormClock);
#switch (Selector)
#case (0)
object { BasicTextures rotate -y*3*clock) }
object { Des_Choses }
#local AngleCam = 17;
#break
#case (1)
object { Patrouille rotate -y*(clock*0.666)
translate y*2.5 }
object { Architecture rotate -y*(clock*0.666) }
#local AngleCam = 31.0;
#break
#case (2)
object { Le_ConeStack () translate y*0.20 }
object { HoleBorder_B (2.222) }
#break
#case (3)
object { Des_Choses }
object { HorlogeDouble scale 2 rotate -y*(6*clock) }
object { Repere translate y*1 }
#break
#case (4)
object { Trident_A()
scale 2
rotate <20, 0, 10> translate 2.1*y
rotate -y*clock }
object { Blob_Boxed
scale 4.000
rotate <7, 0, 12> translate 3.7*y
}
#break
#case (5)
object { Les_Boules translate y*0.8 }
object { Anemone_A (3.10-NormClock, 1.50+NormClock)
translate < 4, 0, 0> }
object { Anemone_A (2.40-NormClock, 2.50+NormClock)
translate <-4, 0, 0> }
object { Anemone_A (1.40+NormClock, 1.50*NormClock)
translate < 0, 0, -4> }
object { Anemone_A (1.40+NormClock, 1.50-NormClock)
translate < 0, 0, 4> }
object { Repere }
#break
#case (6)
object { Une_HexaStar rotate y*(clock) }
object { HexaStar scale 3 rotate y*(clock*1.5) translate y*3.5 }
#break
#case (7)
#local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*clock translate 0 }
object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
#break
#end // switch selector
plane {
y, 0
texture { Ground_Texture }
}
// object { Repere translate y*1.0 }
// =======================================================
#local CamX = -2.7 + (1.8*Cos_010(NormClock));
#local CamY = 0.61 + (1.1*exp(NormClock));
#local CamY = 0.61 + (0.9*exp(NormClock));
#local CamZ = -5.777 + (1.2*Cos_01(NormClock));
#local K = 8.6;
#local CamX = CamX * K;
#local CamY = CamY * K * 0.61;
#local CamY = CamY * K * 0.41;
#local CamZ = CamZ * K;
camera {
orthographic
location <CamX, CamY, CamZ>
look_at <0, 1.6, 0>
look_at <0, 1.5, 0>
right <image_width/image_height, 0, 0>
angle AngleCam
}

View File

@@ -4,7 +4,41 @@
*/
/* ======================================================= */
#declare R_C = 0.35;
/* moved here from 'contexte.inc' */
#declare Repere = object
{
union {
#local R = 0.015;
#local R2 = R * 2.33;
#local LC = 1.15;
merge {
cylinder { 0, <1, 0, 0>, R }
cone { <1, 0, 0>, R2, <LC, 0, 0>, 0 }
texture { R_Texture }
}
merge {
cylinder { 0, <0, 1, 0>, R }
cone { <0, 1, 0>, R2, <0, LC, 0>, 0 }
texture { G_Texture }
}
merge {
cylinder { 0, <0, 0, 1>, R }
cone { <0, 0, 1>, R2, <0, 0, LC>, 0 }
texture { B_Texture }
}
}
}
#declare Fleche = object
{
union {
cylinder { -5*x, 5*x, 0.09 }
cone { 5*x, 0.27, 6.66*x, 0.00007 }
}
texture { LeGris }
}
// ------------------------------------------------------ ##
#declare R_C = 0.335;
/* ce truc mérite un nom plus parlant ! */
#macro Chose_le_pied ()
@@ -77,6 +111,36 @@ union {
#end // macro
/* ======================================================= */
/* ------------------------------------------------------------ */
#declare HexaBlob = object
{
#declare RHBlo = 0.24;
#declare RHBlo2 = RHBlo * 0.777;
blob {
// threshold 0.01 + NormClock
threshold 0.07
sphere { <0, 0, 0>, RHBlo, 1 }
#local E = RHBlo * 1.210; // XXX
#local W = 0.15;
sphere { <-E, 0, 0>, RHBlo2, W }
sphere { < E, 0, 0>, RHBlo2, W }
sphere { < 0, -E, 0>, RHBlo2, W }
sphere { < 0, E, 0>, RHBlo2, W }
sphere { < 0, 0, -E>, RHBlo2, W }
sphere { < 0, 0, E>, RHBlo2, W }
}
texture { T_WIP_bluewave scale 0.21 rotate <clock, clock/2, clock/3> }
}
/* ======================================================= */
/*
* 18 février 2026, cette horloge mérite vraiment
* d'être refaite de fond en comble, parce que ce
* code est vraiment gruik.
*/
#declare Horloge = object
{
#local Texte = str(NormClock, 6, 3);
@@ -85,13 +149,31 @@ union {
text {
// ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
texture { tPlasticPrune }
texture { tPlasticBlue }
}
scale 2.10
scale 1.96
rotate 90*x
translate <-4.5, 0.043, 0>
translate <-4.5, 0.046, 0>
}
// ----------------------------------------------------------
// nouveau du 3 janvier 2026
#local Horloge2 = object
{
object { Horloge scale <1, 0.28, 1> rotate -x*90
translate <0.802, 0.18, 0> }
}
#declare HorlogeDouble = object
{
union {
box { <-3.10, 0.0, -0.06>, <3.10, 1.68, 0.06>
texture { LeGris } }
#local EC = 0.18;
object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC }
}
scale 0.42
translate y*0.666
}
// =======================================================
/*
* need more work !
@@ -107,7 +189,7 @@ prism {
#if (rand(Rng1) < 0.5) texture { T_Beton_1 }
#else texture { T_Beton_2 }
#end // if
scale 0.666 // WTF ?
scale 0.621 // WTF ?
/* Pourquoi ce scale ?
* parce que la spline est 'hardcoded' quelques
* lignes plus haut, et qu'il y a des méthodes
@@ -168,6 +250,7 @@ union {
cylinder { < D, -D, -D>, < D, D, -D>, R }
cylinder { <-D, -D, D>, <-D, D, D>, R }
cylinder { < D, -D, D>, < D, D, D>, R }
/* en bas */
cylinder { < D, -D, D>, <-D, -D, D>, R }
cylinder { < D, -D, -D>, <-D, -D, -D>, R }
@@ -180,9 +263,29 @@ union {
cylinder { <-D, D, D>, <-D, D, -D>, R }
cylinder { < D, D, D>, < D, D, -D>, R }
/* les 8 coins */
#local R2 = R * 1.38;
sphere { <-D, -D, -D>, R2 }
sphere { < D, -D, -D>, R2 }
sphere { <-D, -D, D>, R2 }
sphere { < D, -D, D>, R2 }
sphere { <-D, D, -D>, R2 }
sphere { < D, D, -D>, R2 }
sphere { <-D, D, D>, R2 }
sphere { < D, D, D>, R2 }
texture { Soft_Silver scale 6.50 }
}
#end
// ----------------------------------------------------------- ##
/* XXX +++ make this a #macro +++ */
#declare Blob_Boxed = object
{
union {
object { OpenBox(0.5, 0.01) }
object { HexaBlob rotate <clock*0.9, clock*0.7, clock*0.5> }
}
}
// =======================================================
/*
* first written macro for testing the generation of
@@ -190,10 +293,11 @@ union {
*/
#macro Bubble ()
sphere {
0, 0.070
0, 0.070 + 0.056*rand(Rng1)
#local R = rand(Rng1);
#if ( R < 0.333 ) texture { Ruby_Glass }
#elseif ( R < 0.666 ) texture { Orange_Glass }
#if ( R < 0.25 ) texture { Ruby_Glass }
#elseif ( R < 0.50 ) texture { Orange_Glass }
#elseif ( R < 0.75 ) texture { Shadow_Clouds }
#else texture { Gold_Nugget }
#end
#undef R
@@ -204,7 +308,7 @@ sphere {
#macro Un_Machin ()
union {
#for (Y, 1, 8, 1)
object { Bubble() translate y*Y*0.11 }
object { Bubble() translate y*Y*0.115 }
#end
}
#end
@@ -214,11 +318,11 @@ union {
#declare Les_Machins = object
{
union {
#local Rk = 3.90 + NormClock;
#local Rk = 3.60 + NormClock;
#for (foo, 0, 359, 45)
#local Xpos = Rk * sin(radians(foo));
#local Zpos = Rk * cos(radians(foo));
object { Un_Machin () translate <Xpos, 0.20, Zpos> }
object { Un_Machin () translate <Xpos, 0.22, Zpos> }
#end
#undef Rk
}

3
gif89a/README.md Normal file
View File

@@ -0,0 +1,3 @@
Space for the flashy Compuserve pictures.

View File

@@ -11,7 +11,7 @@ global_settings {
#include "stones.inc"
#include "woods.inc"
#declare Rng1 = seed(2026);
#declare Rng1 = seed(1221);
#declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2);
@@ -41,15 +41,25 @@ global_settings {
#declare R_circular = (SzSol * 1.60);
#declare R_hole = 3.1; // holes in the background
/* ------------------------------------------------------------ */
/*
* Some textures...
*/
#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 }
}
#declare T_WIP_color = texture
{
pigment { color Cyan*NormClock }
finish { phong 0.23 ambient 0.50 }
#local V = (sin(clock*0.142) / 2) + 0.5;
pigment { color Orange * V }
finish { phong 0.23 ambient 0.30 }
}
#declare T_WIP_alert = texture
@@ -113,7 +123,7 @@ finish { roughness 1.00 }
#declare tPlasticBlue = texture
{
pigment{rgb <0.50, 0, 2.0>}
pigment{rgb <0.20, 0, 2.0>}
finish {
ambient 0.1
diffuse 0.6
@@ -148,14 +158,15 @@ finish {
}
}
/* ------------------------------------------------------------ */
/* new: 28 octobre 2025 */
#declare Ground_Texture = texture
{
pigment { rgb <0.31, 0.33, 0.24> }
normal { dents 0.22 scale 1.666}
finish {
ambient 0 specular 0.3 metallic roughness 0.18
reflection { 0.4 metallic }
ambient 0 specular 0.3 metallic roughness 0.33
reflection { 0.21 metallic }
}
}
@@ -192,7 +203,7 @@ pigment {
[1.00 color Black ]
}
}
finish { phong 0.23 ambient 0.40 }
finish { phong 0.23 ambient 0.30 }
scale <3, 4, 3>
}
/* ------------------------------------------------------------ */
@@ -203,12 +214,12 @@ scale <3, 4, 3>
pigment {
wood
color_map {
[0.0 color Gray70 ]
[0.0 color Gray60 ]
[0.5 color Gray80 ]
[0.5 color Blue ]
[1.0 color Blue ]
}
// XXX rotate y*49
turbulence 0.04
translate <NormClock*0.1, sqrt(NormClock*0.4),
NormClock*0.333>
scale <0.2, 0.3, 1>
@@ -216,6 +227,33 @@ scale <3, 4, 3>
finish { phong 1 }
}
#declare T_WIP_redwave = texture
{
pigment {
wood
color_map {
[0.0 color Gray60 ]
[0.49 color Gray80 ]
[0.51 color Red ]
[1.0 color Red ]
}
turbulence 0.14
translate <NormClock*0.5, sqrt(NormClock*0.49),
NormClock*0.6>
scale <0.7, 0.23, 1>
}
finish { ambient 0.7 }
}
// le 10 fevrier 2026 -----------------
#declare T_WIP_dents = texture
{
pigment { color <0.36, 0.6, 0.79> }
normal { dents 2.94 scale 0.15 }
rotate <12, 34, 56>
finish { specular 0.40 ambient 0.59 }
}
/* ------------------------------------------------------------ */
#declare GoldDark = texture

View File

@@ -47,13 +47,14 @@ texture { T_Beton_2 }
text {
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
// texture { T_WIP_alert }
texture { T_WIP_bluewave scale 0.65 }
texture { T_WIP_bluewave rotate <clock, clock, clock>
scale 0.79 }
}
}
#declare Cabane_Compteur = object
{
union {
object { Compteur scale 0.55
object { Compteur scale 0.666
translate <-0.46, 0.22, 0.32> }
object { Cabane_Base_2 }
}
@@ -77,7 +78,7 @@ intersection {
}
}
}
cylinder { -y*5, y*5, SzSol*0.51 }
cylinder { -y*5, y*5, SzSol*0.52 }
}
finish { phong 0.096 }
translate y*H_sol
@@ -93,7 +94,7 @@ union {
#local Dx = 1.5;
#local Dz = 1.0;
box { <-Dx, 0, -Dz>, <Dx, H_base, Dz> }
#local Ha = y*(H_base*2);
#local Ha = y*(H_base*3);
cylinder { 0, Ha, 0.08 translate < Dx, 0, -Dz> }
cylinder { 0, Ha, 0.08 translate <-Dx, 0, -Dz> }
#local Hb = Ha * 1.17;
@@ -112,8 +113,8 @@ texture { T_Grnt7 rotate 49 scale 0.333 }
#declare GroudBase_coin = object
{
merge {
cylinder { 0, y*0.5, 0.12 }
sphere { 0, 0.12 scale <1, 0.25, 1> translate y*0.5 }
cylinder { 0, y*0.5, 0.14 }
sphere { 0, 0.14 scale <1, 0.25, 1> translate y*0.5 }
}
}

View File

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

View File

@@ -6,31 +6,24 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
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);
#declare Lat_Y = 1.21 + 0.16*NormClock;
camera {
location Loc_cam
look_at Pos_RedB_0 + <0, 1.20, 0>
look_at Pos_RedB_0 + <0, Lat_Y, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 40 - 14 * Cos_01(NormClock)
angle 40 - 15 * Cos_01(NormClock)
}

View File

@@ -6,12 +6,9 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
// #declare DEBUG_LEVEL = 1;
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
@@ -19,16 +16,16 @@ object { Le_Decor }
// object { Repere scale 2 }
#declare Loc_cam = <2, 2.7-NormClock, 1> + (Pos_RedB_1 * 1.383);
#declare Loc_cam = <2, 2.7-NormClock, 1> + (Pos_RedB_1 * 1.308);
camera {
location Loc_cam
#local H = 1.16 + (NormClock*0.34);
#local H = 1.16 + (NormClock*0.39);
look_at Pos_RedB_1 + <0.02, H, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.90, 0>
// aperture 0.046
// blur_samples 30
angle 55 - 25 * Cos_01(NormClock)
angle 59 - 25 * Cos_01(NormClock)
}

View File

@@ -8,44 +8,94 @@
/* ============================================================ */
/* Un des six éléments de base */
#declare HS_element_a = object
{
#declare HS_radius = 0.409;
#macro HS_element_pointe ()
union {
cone { <-4, 0, 0>, 0.05, <-1, 0, 0>, 1.00 }
cone { < 4, 0, 0>, 0.05, < 1, 0, 0>, 1.00 }
}
#local R_a = HS_radius * 0.369;
#local Small = 0.00001;
cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a }
sphere { 0, R_a scale <0.42, 1, 1> translate <-0.6, 0, 0> }
#local R = rand(Rng1);
#if ( R < 0.45 ) texture { GoldDark }
#elseif ( R < 0.60 ) texture { Aluminum }
#else texture { T_Gold_3C }
#end
}
#end // macro
/* ------------------------------------------------------------ */
#declare HS_element_b = object
{
difference {
cylinder { <-1, 0, 0>, <1, 0, 0>, 0.70 }
box { 0, <1, 1, 1> }
}
}
/* ------------------------------------------------------------ */
#declare HS_element = object
{
/*
* element central --- À REFAIRE EN MACRO !
*/
#macro HS_element_central ()
union {
object { HS_element_a texture { GoldDark } }
object { HS_element_b texture { G_Texture } }
#local HSCR = HS_radius*0.70;
torus { HSCR, 0.0180 }
// le noyau central
#local L = 0.0028;
#local R = 0.0577;
cylinder { -y*L, y*L, R }
sphere { 0, R translate y*L }
sphere { 0, R scale <1, 0.20, 1>translate -y*L }
// les ailettes intérieures
#for (foo, 0, 5)
cylinder { 0, x*HSCR, R*0.15 rotate y*foo*60 }
#end
// traitement final
scale <1, 23.10, 1>
rotate z*90
#local R = rand(Rng1);
#if ( R < 0.17 ) texture { Y_Texture }
#elseif ( R < 0.66 ) texture { T_Gold_1A }
#else texture { Aluminum }
#end
}
#end
/* ------------------------------------------------------------ */
/* nouveau 14 janvier 2026 */
#macro HS_element_queue ()
union {
#local R_a = HS_radius * 0.228;
#local Small = 0.001;
cone { < 0.44, 0, 0>, Small, < 0.88, 0, 0>, R_a }
sphere { 0, R_a scale <0.7, 1, 1> translate <0.88, 0, 0> }
#local R = rand(Rng1);
#if ( R < 0.35 ) texture { Rust scale 3.33
rotate y*(rand(Rng1)*273) }
#elseif ( R < 0.50 ) texture { T_Gold_5A }
#elseif ( R < 0.80 ) texture { Aluminum }
#else texture { T_Gold_3C }
#end
}
#end // macro
/* ------------------------------------------------------------ */
/* nouveau XXX janvier 2026 */
// UNE ANTENNE ?
/* ============================================================ */
/* On regroupe les six élements */
/* On regroupe les N*six élements */
#declare HS_les_elements = object
{
union {
#for (Foo, 0, 60, 359)
#local E = 0.31;
#local Tx = E * sin(radians(Foo));
#for (Foo, 0, 360, 60)
#local E = HS_radius;
#local Ty = E * cos(radians(Foo));
object {
HS_element
rotate -z*foo
translate <Tx, Ty, 0>
#local Tz = E * sin(radians(Foo));
union {
object { HS_element_pointe ()
translate <0, Ty*1.16, Tz*1.16> }
object { HS_element_queue ()
translate <0, Ty*0.80, Tz> }
}
#end // end for
object { HS_element_central () }
// object { Repere }
}
}
/* ============================================================ */
@@ -54,4 +104,6 @@ union {
{
object { HS_les_elements }
}
// #debug "++++++++++ hexastar loaded !\n"
/* ============================================================ */

33
hexastar.pov Normal file
View File

@@ -0,0 +1,33 @@
/*
* H E X A C O N E - HE X A S T A R
* nouveau du 3 janvier 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
#declare CK = 2.03 - (NormClock * 2.72);
#declare DX_cam = 6.1 * cos(CK);
#declare DZ_cam = 5.2 * sin(CK);
#declare Loc_cam = <DX_cam, 1.10, DZ_cam> + Pos_RedB_3;
#declare Lat_cam = <0, 1.95, 0> + Pos_RedB_3;
camera {
location Loc_cam
look_at Lat_cam
right <image_width/image_height, 0, 0>
/* quand j'aurais la bonne machine... */
// focal_point <0.37, 0.0, 0>
// aperture 0.046
// blur_samples 30
angle 65 - 11 * Cos_01(NormClock)
}

View File

@@ -84,7 +84,7 @@ merge {
#local RP = 0.040;
sphere { 0, RP scale <1, 0.84, 1> translate 0.35*y }
cylinder { 0, 0.35*y, RP }
sphere { 0, 0.09 scale <1, 0.29, 1> }
sphere { 0, 0.09 scale <1, 0.26, 1> }
}
#local R = rand(Rng1);
#if ( R < 0.3 ) texture { Tinny_Brass }
@@ -109,7 +109,7 @@ union {
}
/* ------------------------------------------------------------ */
#declare HW_Anneau0 = object
#declare HW_Anneau_0 = object
{
merge {
torus { Hc_rad*0.31, 0.0666 scale <1, 0.55, 1> }
@@ -121,9 +121,35 @@ merge {
#end // FOR
}
texture { GoldDark }
rotate y * (1337 * NormClock)
}
#declare HW_Anneau_1 = object
{
merge {
#for (Foo, 0, 359, 60)
#local DX = Hc_rad*0.35 * sin(radians(Foo+30));
#local DZ = Hc_rad*0.35 * cos(radians(Foo+30));
merge {
cylinder { 0, 0.05*y, 0.006 }
cone { 0.03*y, 0.006, 0.08*y, 0.012 }
sphere { 0.08*y, 0.013 }
translate <DX, 0, DZ>
}
#end
}
texture { T_WIP_color }
}
#declare HW_Anneau = object
{
union {
object { HW_Anneau_0 }
object { HW_Anneau_1 }
}
rotate y * (1664 * NormClock)
translate y*0.32
}
/* ------------------------------------------------------------ */
#declare HexaWood = object
{
@@ -134,7 +160,7 @@ union {
light_source { 0.20*y rgb <0, 0.20, 0.99> }
#end
object { HW_Cones () translate y*0.15 }
object { HW_Anneau0 }
object { HW_Anneau }
}
}

View File

@@ -8,13 +8,8 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
@@ -22,14 +17,14 @@ object { Le_Decor }
// object { Repere translate <10, 1, 10> }
#declare LOC = <19-NormClock, 1.60, 15.5-NormClock>;
#declare LOC = <-3.4 - NormClock, 3.35, 31.9-NormClock>;
#declare LAT = <P_hexawood.x, 0.95+(NormClock*0.1), P_hexawood.z>;
#declare LAT = <P_hexawood.x, 0.95+(NormClock*0.11), P_hexawood.z>;
camera {
location LOC
look_at LAT
right <image_width/image_height, 0, 0>
angle 16 + 2.51*NormClock
angle 20 + 2.87*NormClock
}

View File

@@ -6,12 +6,11 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#declare NO_DYNAMIC = 1;
#include "all.inc"
// =======================================================
#declare R_planete = 1.45;
#declare R_planete = 1.85;
#declare Croute = object
{
@@ -52,7 +51,7 @@ union {
}
// =======================================================
#local RO = 4.15;
#local RO = 5.39;
#local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK);
@@ -68,12 +67,27 @@ object { HexaCone ()
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
object { Planete rotate (-clock*0.21)*y }
light_source { <23, 6, 15>, rgb <0.77, 0.79, 0.80> }
#declare PosX = RO * 1.5 * sin(CK+3.14);
#declare PosY = 0;
#declare PosZ = RO * cos(CK+3.23);
object { Trident_A ()
rotate <clock*1.3, 0, clock*0.7>
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
#declare PosX = RO * sin(CK+5.14);
#declare PosY = 0;
#declare PosZ = RO * cos(CK+5.14);
object { HexaStar
rotate y*CK*99.22 translate <PosX, PosY, PosZ>
}
object { Planete rotate (-clock*0.31)*y }
light_source { <23, 10, 15>, rgb <0.77, 0.79, 0.80> }
// -------------------------------------------------------------
camera {
location <3+NormClock, -1.0+(7.777*NormClock), 8.59>
location <9+NormClock, 1.60+(9.8*NormClock), 11.59>
look_at <0.0, 0.0, 0>
right <image_width/image_height, 0, 0>
#if (0)
@@ -81,6 +95,6 @@ camera {
aperture 0.046
blur_samples 30
#end
angle 55
angle 57
}

View File

@@ -7,24 +7,18 @@
#include "globals.inc"
#include "contexte.inc"
#include "gadgets.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "xperiment.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
object { Le_Decor }
#include "dynamic.inc"
// =======================================================
#declare CK = 1.3 + (2.79 * Cos_01(NormClock));
#declare CK = 1.97 + (2.72 * Cos_01(NormClock));
#declare CamX = 1.22;
#declare CamX = 1.72;
#declare CamY = 7 + (4*Cos_01(NormClock));
#declare LatX = 20 * cos(CK*1.08);
@@ -37,5 +31,5 @@ camera {
location <CamX, CamY, 0>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 71 + (NormClock * 10)
angle 65 + (NormClock * 15)
}

View File

@@ -7,28 +7,23 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// ---------------------------------------
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
#declare PosX = 3.95;
#declare PosY = 3.80 + (NormClock*0.299);
#declare PosZ = (NormClock-0.5) * 44.27;
#declare PosZ = (NormClock-0.5) * 45.27;
object { HexaCone () translate <PosX, PosY, PosZ> }
object { HexaCone () translate <PosX+2.96, PosY+3.22, PosZ-19.5> }
object { HexaBenz () translate <PosX-1.96, PosY+2.82, PosZ-17.5> }
/* XXX this two object in dynamic.inc ??? */
object { HexaBenz () 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 { Le_Decor }
#if ( (clock < 141) )
#if ( (clock < 181) )
light_source {
<3, 0.30, -8> color Blue
spotlight
@@ -39,14 +34,14 @@ light_source {
}
#end
#if ( (clock > 230) & (clock < 300) )
#if ( (clock > 230) & (clock < 340) )
light_source {
<2, 0.30, -2> color Green
spotlight
radius .044
falloff 2
tightness 3
point_at <PosX, PosY-0.30, PosZ>
point_at <PosX, PosY-0.10, PosZ>
}
#end

38
patrouille.pov Normal file
View File

@@ -0,0 +1,38 @@
/*
* H E X A C O N E - E S S A I
* nouveau projet du Thu Dec 5 11:37:05 AM UTC 2024
*
* this sequence was created on Fri Feb 13 01:20:24 PM UTC 2026
*/
#version 3.7;
#include "globals.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// object { Repere scale 5 translate y*4 }
/* =============================================================== */
#declare CamX = 90 - (4 * NormClock);
#declare CamY = 176;
#declare CamZ = 170 - (33 * NormClock);
/* XXX to be verified !
#declare LatX = Loc_Patrouille.x;
#declare LatY = Loc_Patrouille.y;
#declare LatZ = Loc_Patrouille.z;
*/
camera {
location <CamX, CamY, CamZ>
look_at Loc_Patrouille
right <image_width/image_height, 0, 0>
angle 13
}
/* =============================================================== */

View File

@@ -7,28 +7,25 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
#declare A = <-SzSol, 16, -8>;
#declare B = <SzSol+4, 18, -11>;
#declare P = Interpolate(A, B, NormClock);
object { HexaCone () rotate y*((6*NormClock)+80) translate P }
#include "dynamic.inc"
object { HexaBenz () rotate y*(clock/9) translate <-9, 3, 7> }
// ---------------------------------------------------------
// WTF is that ??? XXX
#if (0)
#declare A = <-15, -1.9, SzSol>;
#declare B = < 23, -0.7, SzSol>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood scale 10 translate P }
#end
// ---------------------------------------------------------
@@ -36,10 +33,10 @@ object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 380;
#local CK = -1.101 - (0.072 * NormClock);
#local DistCam = 460 + (16 * NormClock);
#local CK = -1.71 - (0.039 * NormClock);
#declare CamX = DistCam * sin(CK);
#declare CamY = 28;
#declare CamY = 28 + NormClock;
#declare CamZ = DistCam * cos(CK);
camera {
@@ -49,5 +46,5 @@ camera {
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 4.0
angle 3.5
}

View File

@@ -1,35 +1,31 @@
/*
* H E X A C O N E - S C E N E
* nouveau projet Thu Dec 5 11:37:05 AM UTC 2024
* The first one...
*/
#version 3.7;
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// ---------------------------------------------------------
object { Le_Decor }
#declare CK = 144 + (clock * 0.27);
#declare CK = 144 + (clock * 0.25);
#declare Dcam = 3.75;
#declare CamX = Dcam * cos(radians(CK));
#declare CamX = Dcam * cos(radians(CK+0.9));
#declare CamZ = Dcam * 1.20 * sin(radians(CK));
#declare LatZ = 2.45 + (0.9 * Cos_010(NormClock));
#declare LatY = 2.45 + (1.47 * Cos_010(NormClock));
camera {
location <CamX, 1.97, CamZ>
look_at <0.03, LatZ, 0.17>
look_at <0.03, LatY, 0.17>
right <image_width/image_height, 0, 0>
// focal_point Lat
// aperture 0.046

View File

@@ -9,39 +9,35 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
// =======================================================
#declare Spline_1 =
spline {
cubic_spline
-0.2, <-2, 1.0, -2>, // control point
-0.2, <-2, 1.0, -3>, // control point
0.0, < 0, 1.3, -2>, // start point
0.2, < 2, 1.0, -1>,
0.4, < 1, 1.5, 0>,
0.6, < 0, 2.2, 0>,
0.8, <-1, 0.9, 1>,
1.0, < 2, 1.0, 2>, // end point
0.0, <-0.5, 1.3, -2.7>, // start point
0.2, < 2.0, 1.0, -1.0>,
0.4, < 1.0, 1.5, 0.0>,
0.6, < 0.0, 2.2, 0.1>,
0.8, <-1.1, 1.6, 1.1>,
1.0, < 2.0, 1.0, 2.0>, // end point
1.2, < 4, 1.0, 2> // control point
}
#local Scaler = <2, 1, 3>;
#local Scaler = <2, 1, 3>; // XXX please explain
#declare ViewSpline = object
{
union {
#for (CK, 0.00, 1.00, 0.0017)
sphere { <0,0,0>, 0.022
#for (CK, 0.00, 1.00, 0.0021)
sphere { <0,0,0>, 0.023
texture{
pigment {color rgb <0.20, 0.14, 0.14> }
pigment {color rgb <0.20, 0.24, 0.14> }
finish {ambient 0.15 diffuse 0.85 phong 0.6 }
}
translate (Scaler * Spline_1(CK))
@@ -60,7 +56,7 @@ union {
union {
object { ViewSpline }
#declare P1 = Scaler * Spline_1(V1);
#declare P2 = <1, -1.3, 0.1> + (0.95 * Scaler * Spline_1(V2));
#declare P2 = <1, -1.3, 0.2> + (0.95 * Scaler * Spline_1(V2));
sphere {
0, 0.06
texture { B_Texture }
@@ -78,10 +74,12 @@ union {
finish { ambient 0.15 diffuse 0.65 phong 0.4 }
}
#if (0)
#fopen KP "WS/spline.log" append
#write (KP, clock, " / ", NbFrames, " -> ")
#write (KP, NormClock, " ", K1, " ", K2, " = ", V1, " ", V2, "\n")
#write (KP, clock, " ", NbFrames, " ")
#write (KP, NormClock, " ", K1, " ", K2, " ", V1, " ", V2, "\n")
#fclose KP
#end
}
// =======================================================

View File

@@ -7,34 +7,29 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
// =======================================================
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
object { Le_Decor }
object { Repere scale 2 translate y*2 }
// XXX instrumenter la caméra serait un GROS plus !!!
// =======================================================
#declare Debut = <-3, 89, 188> ;
#declare Fin = < 2, 91, -15> ;
#declare Pos = sqrt(NormClock+0.02);
#declare Debut = <-33, 89, 289> ;
#declare Fin = < 36, 78, -2> ;
#declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatX = 0.414 * sin(NormClock*6.1);
#declare LatCam = PosCam + <LatX, -20, -(4+(NormClock+11))>;
#declare LatX = 0.614 * sin(NormClock*11.27);
#declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>;
// object { Repere scale 20 translate LatCam + y*5 }
camera {
location PosCam
look_at LatCam
right <image_width/image_height, 0, 0>
angle 50
angle 64
}

View File

@@ -27,7 +27,7 @@ C'est le directeur de la production, le grand
[script](./linkfarmer.sh)
d'assemblage des séquences avec générique et intertitres.
Hélas, il n'est pas encore configurable. Mais c'est
en projet pour janvier 2026 ?
en projet pour juin 2026 ?
## Encoding

View File

@@ -11,7 +11,7 @@ SEQ="essai"
if [ $# == 1 ] ; then
SEQ=$1
fi
echo "[$SEQ] going EGA" | tee -a WS/log
# echo "[$SEQ] going EGA" | tee -a WS/log
debut=$(date +%s)
@@ -35,4 +35,4 @@ done
ff_encodage "EGA/" "ega-$SEQ.mp4"
fin=$(date +%s)
echo "$SEQ -> ega" $(( fin-debut )) "secondes" >> WS/log
echo "$SEQ -> ega" $(( fin-debut )) "secondes"

View File

@@ -11,9 +11,9 @@ if [ $# == 1 ] ; then
SEQ=$1
fi
GIF="t-$SEQ.gif"
GIF="gif89a/$SEQ.gif"
echo "seq $SEQ -> $GIF" | tee -a WS/log
# echo "seq $SEQ -> $GIF" | tee -a WS/log
convert \
-delay 7 \

View File

@@ -4,7 +4,7 @@ Img_Width=1024
Img_Height=720
# for imagemagick
TEXTCOL="bisque"
TEXTCOL="Yellow"
STROKOL="Green"
NBFRAMES=450

View File

@@ -41,8 +41,8 @@ FILMNAME="$2"
# echo "Encoding $SRCDIR to $FILMNAME" | tee -a WS/log
ffmpeg -nostdin \
-y -r 30 -f image2 -i frames/${SRCDIR}/%05d.png \
-metadata artist='--[ tTh ]--' \
-metadata title='-- HexaCone --' \
-metadata artist='--[ tTh des Bourtoulots ]--' \
-metadata title='--[ la famille HexaCone ]--' \
-c:v libx264 \
-pix_fmt yuv420p \
-tune film \

View File

@@ -36,16 +36,16 @@ SRC="frames/$1"
local INTER="/dev/shm/tmp-intertitre.png"
tools/plot-timing.sh $1
local NBRE=48
local NBRE=78
convert "WS/negatif.png" \
-gravity north \
-font $FONTE \
-pointsize 100 \
-pointsize 108 \
-kerning 8 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+530 "$1" \
-strokewidth 3 -stroke $STROKOL \
-annotate +0+330 "$1" \
${INTER}
for foo in $(seq 0 $NBRE)
@@ -77,10 +77,10 @@ faire_le_titre ()
echo "faire le titre"
local NBRE=300
local SRC="frames/hexawood/00199.png"
local SRC="frames/hexacone/00199.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 27 $SRC $GRAY
convert -colorspace gray -colors 90 $SRC $GRAY
for foo in $(seq 0 $NBRE)
do
@@ -91,7 +91,7 @@ do
-pointsize 140 \
-kerning 6 \
-fill $TEXTCOL \
-strokewidth 3 -stroke $STROKOL \
-strokewidth 5 -stroke $STROKOL \
-annotate +0+${Ypos} "La famille\nHexaCone" \
${TMP}
# identify ${TMP}
@@ -103,13 +103,13 @@ echo
# -------------------------------------------------------
faire_la_fin ()
{
local NBRE=160
local NBRE=180
datetime=$(LANG=fr date -u +"%Y/%m/%d %H:%M")
echo $datetime | tee -a WS/log
echo " $datetime" | tee -a WS/log
local SRC="frames/escadrille/00299.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 23 $SRC $GRAY
local SRC="frames/patrouille/00165.png"
local GRAY="/dev/shm/tmp-fin.png"
convert -colorspace gray -colors 90 $SRC $GRAY
for foo in $(seq 0 $NBRE)
do
@@ -117,8 +117,8 @@ do
convert ${GRAY} \
-gravity north \
-font $FONTE \
-pointsize 86 \
-kerning 6 \
-pointsize 92 \
-kerning 5 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+${Ypos} \
@@ -130,6 +130,7 @@ do
${TMP}
# identify ${TMP}
copy_a_file ${TMP}
printf "."
done
echo
@@ -142,11 +143,15 @@ rm -f frames/Spool/*.png
faire_le_titre
linkfarm approche
linkfarm hexacone
linkfarm remote
linkfarm hexabenz
linkfarm splined
linkfarm patrouille # new St Valentine 2026
linkfarm hexawood
linkfarm escadrille
linkfarm survol
linkfarm around # new 26 jan 2026
linkfarm cutoff
linkfarm panoramic
linkfarm topview
@@ -157,14 +162,12 @@ linkfarm carto
linkfarm circular
linkfarm bubblecut
linkfarm orbite
linkfarm hexacone
linkfarm remote
linkfarm essai
tools/plot-timing.sh
faire_la_fin
ff_encodage Spool full.mp4
ff_encodage Spool the-hexacone-family.mp4
nb=$(( $IDX - 1 ))
echo "linkfarmed $nb files" | tee -a WS/log

View File

@@ -17,8 +17,8 @@ echo "$0 $SEQNAME from $START" >> WS/log
DIMS="-W$Img_Width -H$Img_Height"
NBFR=" Declare=NbFrames=$NBFRAMES "
echo $NBFR
POVOPT="+q9 +A0.02 -d ${DIMS} ${NBFR} -WT7"
POVOPT="+q9 +A0.02 -d ${DIMS} ${NBFR} -WT4"
echo $NBFR "frames."
echo $POVOPT ; echo ; sleep 2
TMPIMG=/dev/shm/${SEQNAME}-tmp.png
@@ -39,19 +39,21 @@ do
continue
fi
set -e
txt=$(printf "%s %03d" ${SEQNAME} $frame | tr '01' 'ol')
sqn=$(echo ${SEQNAME} | tr [a-z] [A-Z])
txt=$(printf "%s %03d" ${sqn} ${frame} | \
tr '01' 'ol')
# echo $frame $img $txt
convert ${TMPIMG} \
-font Courier-Bold \
-pointsize 26 \
-kerning 5 \
-pointsize 44 \
-kerning 3 \
-fill ${TEXTCOL} \
-strokewidth 1 -stroke $STROKOL \
-gravity north \
-annotate +12+5 "$txt" \
-strokewidth 2 -stroke $STROKOL \
-gravity south \
-annotate +0+5 "$txt" \
${img}
fin=$(date +%s)
echo
echo ; sleep 1
printf "%-12s %5d %5d\n" \
${SEQNAME} $frame $(( fin-debut )) | \
tee -a WS/mp4.timing

View File

@@ -1,5 +1,11 @@
#!/bin/bash
source tools/config.sh
source tools/fonctions.sh
echo "MKSEX ( $* )" | tee -a WS/log
sleep 1
for foo in $*
do
@@ -9,7 +15,10 @@ do
tools/build-gif89a.sh $foo
else
echo "+++ Beurking on $foo" | tee -a WS/log
sleep 30
fi
visual_sleep "next render is comming" 20
done

43
tools/motionblur.sh Executable file
View File

@@ -0,0 +1,43 @@
#!/bin/bash
#
# a new experiment 2026/02/29
#
##############################
# THIS SOFTWARE IS A MESS #
# TOO SLOW FOR REAL USE #
##############################
set -e ; set -u
source tools/config.sh
source tools/fonctions.sh
START=1
if [ $# == 1 ]
then
START=$1
fi
NB_SRC=$(ls -1 frames/Spool | wc -l)
printf "%s: %d frames\n" $0 $NB_SRC | tee -a WS/log
# -------------------------------------------------------
# MAIN LOOP
for frame in $(seq $START $(( $NB_SRC-1 )) )
do
imgA=$(printf "frames/Spool/%05d.png" $frame)
imgB=$(printf "frames/Spool/%05d.png" $((frame-1)))
imgC=$(printf "frames/TMP/%05d.png" $frame)
# echo $imgA $imgB
printf "%8d" $frame
composite $imgA $imgB \
-blend 50% \
$imgC
done
ff_encodage TMP motion-blurred.mp4
# -------------------------------------------------------

View File

@@ -7,31 +7,21 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
/* XXX
#declare TrX = 1.84 * sqrt(NormClock);
#declare TrY = 0.90 + (3.5 * Cos_01(NormClock));
#declare TrZ = 9.999 * sqrt(NormClock);
#declare TrH = <TrX, TrY, TrZ>;
#declare RrY = 97 * sqrt(NormClock);
object { HexaCone () rotate y*RrY translate TrH }
/*
* XXX
* why this two moving hexathings are not in "dynamic.inc" ?
*/
#include "dynamic.inc"
object { HexaCone () rotate z*9.1 translate <7, 3, -8> }
object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> }
object { HexaBenz () translate <-9+NormClock, 2, -6> }
/*
* nouveau 11 fevrier 2025
*/
#declare A = <-21, -0.9, (SzSol/2)+9>;
#declare B = < 33, -0.7, (SzSol/2)+7>;
#declare A = <-29, -0.5, (SzSol/2)+9>;
#declare B = < 36, -0.7, (SzSol/2)+7>;
#declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P }
@@ -39,15 +29,15 @@ object { HexaWood translate P }
object { Le_Decor }
#declare CamY = 36 - (21.36 * Cos_01(NormClock));
#declare CamY = 47 - (9.50 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock);
camera {
location <-3.60, CamY, 10.09>
look_at <0, LatY, 0>
look_at <0.6, LatY, 0>
right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 45 + (52*NormClock)
angle 45 + (65*NormClock)
}

View File

@@ -1,7 +1,14 @@
/*
* H E X A C O N E T R I D E N T
*/
#declare Trid_length = 2;
// ------------------------------------------------------
/*
* 2026/01/15 : this object is malformed,
* please correct it as soon as possible.
*/
#declare Trid_cone = object
{
merge {
@@ -13,7 +20,7 @@ merge {
#macro Trid_A_cone ()
difference {
object { Trid_cone }
object { Trid_cone translate -y*0.001 }
object { Trid_cone translate -y*0.06 }
#local Foo = rand(Rng1);
#if (Foo < 0.25) texture { T_Brass_2C }
#elseif (Foo < 0.50) texture { tPlasticOrange }
@@ -50,7 +57,7 @@ merge {
#local R = rand(Rng1);
#if ( R < 0.333) texture { T_Chrome_1C }
#elseif ( R < 0.666) texture { T_Silver_1C }
#else texture { T_WIP_rasta }
#else texture { T_WIP_rasta scale 3 }
#end
}
#undef L
@@ -62,7 +69,7 @@ union {
object { Trid_A_cone () scale 0.89 translate <E, -0.05, 0> }
cylinder { 0, x*E, 0.008 scale <1, 5, 1> }
#local R = rand(Rng1);
#if ( R < 0.6 ) texture { T_Silver_3A }
#if ( R < 0.86 ) texture { T_Silver_3A }
#else texture { T_WIP_rasta }
#end
#undef E
@@ -71,8 +78,9 @@ union {
// ------------------------------------------------------
#macro Trid_A_tail ()
union {
#for (A, 0, 360, 120)
object { Trid_A_ailette () rotate (A+270)*y }
#for (A, 0, 359, 120)
#local RY = A + 27*rand(Rng1);
object { Trid_A_ailette () rotate RY*y }
#end // for
}
#end
@@ -82,11 +90,12 @@ union {
union {
object { Trid_A_head () translate y*0.83 }
object { Trid_A_body () }
object { Trid_A_tail () translate -y*0.6 }
object { Trid_A_tail () translate -y*0.60 }
// object { Repere translate <0.1, 0, 0.1> }
}
#end
// ------------------------------------------------------
// ------------------------------------------------------

View File

@@ -6,14 +6,8 @@
#include "globals.inc"
#include "contexte.inc"
#include "hexacone.inc"
#include "hexabenz.inc"
#include "hexawood.inc"
#include "trident.inc"
#include "dynamic.inc"
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================
@@ -22,13 +16,19 @@ object { Le_Decor }
// object { Repere scale 2 }
#declare CK = 0.8 - (NormClock * 0.71);
#declare DX_cam = 6.9 * cos(CK);
#declare DZ_cam = 5.4 * sin(CK);
#if (NormClock < 0.5000)
#declare DX_cam = -6.9 * cos(CK);
#declare DZ_cam = -5.4 * sin(CK);
#else
#declare DX_cam = -6.9 * sin(CK);
#declare DZ_cam = -5.6 * cos(CK);
#end
#declare Loc_cam = <DX_cam, 1.0, DZ_cam> + Pos_RedB_2;
camera {
location Loc_cam
look_at Pos_RedB_2 + <0, 1.95+NormClock, 0>
look_at Pos_RedB_2 + <0, 2.05+NormClock, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>

View File

@@ -4,6 +4,76 @@
* A cosy place for experimental things (2025/10/27)
*
*/
/* =============================================================== */
/*
* nouveau : Tue Feb 10 12:42:43 AM UTC 2026
*/
#macro HoleBorder_A (V)
difference {
#local RA = V * R_hole * 1.004;
#local RB = V * R_hole * 0.996;
#local HB_H = 0.53;
cylinder { 0, y*HB_H, RA }
cylinder { -y, y*2, RB }
#for (foo, 0, 179, 4)
cylinder {
<-20, 0, 0>, < 20, 0, 0>, 0.075
scale <1, 2.2, 1> translate y*(HB_H/2)
rotate y*foo
}
#end // for
#local R = rand(Rng1);
#if (R < 0.42) texture { LeGris }
#elseif (R < 0.64) texture { T_Beton_2 }
#else texture { T_Beton_1 }
#end
}
#end
/* --------------------------------------------------------------- */
#macro HoleBorder_B (V)
union {
#local Ra = V * R_hole * 1.02;
#local Rb = 0.028;
#local KY = 0.21;
torus { Ra, Rb texture { T_Beton_2 } translate y*KY }
torus { Ra, Rb texture { T_WIP_color } translate y*(KY*2) }
torus { Ra, Rb texture { T_WIP_dents } translate y*(KY*3) }
#for (foo, 0, 359.99, 15)
#local Dx = Ra * sin(radians(foo));
#local Dz = Ra * cos(radians(foo));
cylinder { 0, y*(3*KY), Rb*0.72
#local R = rand(Rng1);
#if (R < 0.67) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if R
translate <Dx, 0, Dz>
}
#end // for
}
#end
/* =============================================================== */
/*
* new Tue Dec 30 07:39:09 AM UTC 2025
*/
#declare Patrouille = object
{
union {
#local EX = 1.9;
#local EZ = 2.0 + (0.5*sin(NormClock*2));
object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.4, -EZ> }
object { HexaStar rotate y*90 translate <-EX*2, 0, -EZ*2> }
object { HexaCone () translate < EX*2, 0.3, -EZ*2> }
}
rotate y*90 // pour pointer vers X
}
/* =============================================================== */
#macro Pointe_Wagonnet_0 ()
merge {
@@ -11,13 +81,13 @@ merge {
sphere { 0, 0.06 }
#local R = rand(Rng1);
#if (R < 0.25)
texture { T_Chrome_1A }
texture { T_Chrome_3A }
#elseif (R < 0.50)
texture { T_Chrome_2B }
#elseif (R < 0.75)
texture { T_Chrome_3C }
#else
texture { T_Chrome_4D }
texture { T_Chrome_3D }
#end // IF
}
#end // Macro
@@ -27,7 +97,7 @@ object {
/* le corps */
merge {
#local L2 = Longueur / 2;
#local R = 0.27;
#local R = 0.29;
cylinder { <L2, 0, 0>, <-L2, 0, 0>, R }
sphere { <0, 0, 0>, R
scale <3, 1, 1>
@@ -45,9 +115,9 @@ object {
scale <2.5, 1, 1> translate x*L2*0.75
}
#local R = rand(Rng1);
#if (R < 0.333) texture { T_Brass_2C }
#elseif (R < 0.25) texture { GoldDark }
#elseif (R < 0.50) texture { T_Chrome_5A }
#if (R < 0.27) texture { T_Brass_2C }
#elseif (R < 0.56) texture { GoldDark }
#elseif (R < 0.70) texture { T_Chrome_5A }
#else texture { T_Gold_3C }
#end
}
@@ -67,6 +137,38 @@ union {
}
#end // macro
/* =============================================================== */
/* nouveau du 7 octobre 2025 */
#macro Une_Boule ()
sphere {
0, 0.18 + (rand(Rng1) * 0.06)
#local R = rand(Rng1);
#if (R < 0.333) texture { C_Texture }
#elseif (R < 0.666) texture { M_Texture }
#else texture { Y_Texture }
#end
finish { phong 0.7 specular 0.3 }
}
#end // macro
/* TODO
* trouver une meilleure méthode de placement
*/
#declare Les_Boules = object
{
union {
#for (A, 0, 64, 1)
#local CK = (NormClock*55.00) + (A*0.28);
object { Une_Boule ()
#local TX = 3.2 * sin(CK);
#local TY = 0.4 * cos(sin(CK));
#local TZ = 3.0 * cos(1-CK);
translate <TX, TY, TZ>
}
object { Repere scale 2 }
#end // for
}
}
/* =============================================================== */
/*
* nouveau du 25 octobre 2025
*/