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23 Commits

Author SHA1 Message Date
Tonton Th
c9dba8d6aa ready for iohd2026 release 2026-03-26 10:27:42 +01:00
Tonton Th
c77b6684dd not ready for release 2026-03-26 08:34:24 +01:00
Tonton Th
cde4dac7df last minute camera tuning 2026-03-26 08:13:02 +01:00
Tonton Th
baa76d2cf9 font change 2026-03-25 16:26:01 +01:00
Tonton Th
2c2accd83a camera adjusts 2026-03-24 05:10:35 +01:00
Tonton Th
9c63031460 speed up the cam 2026-03-24 04:47:35 +01:00
Tonton Th
e20ef98199 rotate the blob faster 2026-03-23 10:36:00 +01:00
Tonton Th
c13e3a181c camera up 2026-03-18 23:56:30 +01:00
Tonton Th
564ccab632 lights tuning 2026-03-18 23:56:04 +01:00
Tonton Th
32300d389a better colors 2026-03-17 12:56:55 +01:00
Tonton Th
f3eabfb68b ready for the next run ? 2026-03-14 14:38:41 +01:00
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
29 changed files with 401 additions and 189 deletions

View File

@@ -15,11 +15,11 @@ object { Le_Decor }
// =======================================================
#declare LocX = 0;
#declare LocY = 3.6 - NormClock;
#declare LocZ = -220 + (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) }

View File

@@ -82,7 +82,10 @@ merge {
#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) }
#local R = rand(Rng1);
#if (R < 0.63) texture { T_Crack3 } // XXX
#else texture { T_Grnt19a }
#end
}
#end // macro

View File

@@ -16,16 +16,16 @@ object { Le_Decor }
// =======================================================
#declare R_around = 128;
#declare R_around = 120;
#declare CK = 2.9 + (3.141592654 * NormClock);
#declare CamX = R_around * cos(CK);
#declare CamY = 15.777 + (4*Cos_010(NormClock));
#declare CamZ = R_around * 1.5 * sin(CK);
#declare CamY = 15 + (6*Cos_010(NormClock));
#declare CamZ = R_around * 1.8 * sin(CK);
camera {
location <CamX, CamY, CamZ>
look_at <0, 2, 0>
look_at <0, 0.5 + NormClock, 0>
right <image_width/image_height, 0, 0>
angle 44
angle 36
}

View File

@@ -7,7 +7,7 @@
#include "globals.inc"
#declare NO_DYNAMIC = 1;
#declare NO_DYNAMIC = 0;
#include "all.inc"
// =======================================================

View File

@@ -30,7 +30,7 @@ union {
object { Le_Decor }
camera {
location <45, 149+(99*NormClock), 18-(12*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

@@ -24,7 +24,7 @@ union {
#declare RedB_0_X = 19; #declare RedB_0_Z = 29;
#declare RedB_1_X = -24; #declare RedB_1_Z = 8;
#declare RedB_1_X = -34; #declare RedB_1_Z = 11;
// XXX #declare RedB_2_X = 36; #declare RedB_2_Z = -21;
#declare RedB_2_X = 2; #declare RedB_2_Z = -40;
@@ -109,7 +109,7 @@ union {
#macro Les_GyroPhares ()
union {
#local E = SzSol * 0.471;
#local E = SzSol * 0.496;
#for (Idx, 0, 359, 60)
#local Ang = radians(Idx+9.33);
#local Dx = E * sin(Ang);
@@ -290,9 +290,9 @@ union {
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 = 76 * sin(CK);
#local DZ = 74 * cos(CK);
#local CK = radians(foo + (8*rand(Rng1)));
#local DX = 71 * sin(CK);
#local DZ = 67 * cos(CK);
object { Chose () translate < DX, 0, DZ> } // XXX
#end
}
@@ -316,7 +316,7 @@ union {
#if (1)
light_source {
<-5, 5.60, 18>
<-8, 5.60, 18>
#if ( (clock > 290) & (clock<344) )
#local Couleur = rgb <0.20, 0.20, 0.90>;
#else
@@ -345,7 +345,7 @@ sky_sphere {
[ 0.9 color rgb <.5, .5, .47> ]
[ 1.0 color Gray20 ]
}
turbulence 3.14159 + 0.84 * Cos_010(NormClock)
turbulence 2.222 + 0.84 * Cos_010(NormClock)
scale 1.600
// translate -1
}
@@ -379,13 +379,13 @@ union {
object { QuadriLight }
object { Les_GyroPhares () }
object { Les_HexaPoles }
object { HorlogeDouble rotate y*(27*NormClock)
object { HorlogeDouble rotate y*(114*NormClock)
translate < 8, 0, -30> }
object { Les_Choses }
object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> }
object { Les_Arches (1.9) rotate y*112 translate <-34, 0, -26> }
// XXX object { Les_Cahutes () rotate y*17 translate <2, 0, -40> }
object { Les_Cahutes () rotate y*17 translate <37, 0, -20> }
object { Les_Cahutes () rotate y*17 translate <39, 0, -20> }
/* --------- les trucs dans le Y négatif */
// object { Trois_Arches (1.4) scale 2.4 translate <0, 0, -131> }
@@ -400,7 +400,6 @@ union {
#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

@@ -18,7 +18,7 @@
#declare Kbox = (2.03*NormClock);
difference {
object { HexaCone () rotate <3-(6*NormClock), 5, -3> }
object { HexaCone () rotate <9-(11*NormClock), 6, -7> }
box { -1, 1 translate z*Kbox }
translate y*TY + POS_Cutoff
}
@@ -29,7 +29,7 @@ difference {
// =======================================================
light_source {
<-24, 0.4, -1>
<-14, 0.4, -1>
colour Orange
parallel
point_at y*TY + POS_Cutoff
@@ -40,7 +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

@@ -11,7 +11,7 @@ object {
#local RD = 63; // rayon deplacement
#local Xp = RD * sin(CK);
#local Zp = RD * cos(CK);
#declare Loc_Patrouille = <Xp+10, 75+(11*NormClock), Zp>;
#declare Loc_Patrouille = <Xp+10, 70+(11*NormClock), Zp>;
object { Patrouille }
rotate y*degrees(CK)
@@ -36,10 +36,12 @@ object {
/// =======================================================
/* des trucs autour des trous du sol. */
// object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
// 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] }
/// =======================================================
/*
* deux hexabenz sur une base exterieure
@@ -48,11 +50,11 @@ object { Les_Machins rotate y*clock translate UnderHoles[5] }
{
#local K = 1.39;
union {
object { HexaBenz () rotate y*90 translate <-K, 1.83, 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

View File

@@ -56,12 +56,14 @@ object { Le_Decor }
#local CamY = 0.42 + (18.36 * Cos_01(NormClock));
#local CamZ = 122 - (22.9 * Cos_01(NormClock));
#local LatX = 3 * NormClock;
#local LatY = (Y_mean / Y_count) - (0.5*NormClock);
#local LatZ = 2.22;
// #debug concat("escadrille: Lat Y ", str(LatY, 7, 3),"\n")
camera {
location <CamX, CamY, CamZ>
look_at <0.0, LatY, 0>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 54 - (31 * NormClock)
angle 54 - (35 * NormClock)
}

316
essai.pov
View File

@@ -16,27 +16,60 @@
-* __________________________
*/
// =======================================================
// nouveau du 25 février 2026
#macro Un_Autre_Cube (Ratio)
difference {
#local D = 1.000000;
box { <-D, -D, -D>, <D, D, D> }
#local V = Ratio * D;
#local M = D * 1.1;
box { <-M, -V, -V>, <M, V, V> }
box { <-V, -M, -V>, <V, M, V> }
box { <-V, -V, -M>, <V, V, M> }
texture { Flashy scale 4 }
}
#end
// =======================================================
// nouveau du 10 février 2026
//
#macro Anemone_A (E, H)
union {
#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 A = (NormClock*7) + (0.5*radians(foo*60));
#local DX = (E+rand(Rng1)) * sin(A);
#local DZ = (E+rand(Rng1)) * cos(A);
cone {
#local RC = 0.15 + (rand(Rng1) * 0.50);
#local H2 = H + rand(Rng1);
y*(H*(0.01)), 0.15, <DX, H2, 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));
#local Gv = 0.4 + (0.5*rand(Rng1));
#local Bv = 0.6 + (0.4*rand(Rng1));
texture {
pigment { rgb <Rv, Gv, Bv> }
finish { phong 0.51 reflection 0.05 }
normal { dents 6.66 scale 0.03+(0.17*rand(Rng1)) }
finish { phong 0.51 reflection 0.08 }
}
}
sphere { 0, 0.45 texture { T_WIP_color } }
sphere { 0, 0.45 scale <1, 0.717, 1> texture { T_WIP_color } }
#end // for
}
#end // macro
#declare Des_Anemones = object
{
union {
object { Anemone_A (3.00-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> }
}
}
// =======================================================
/*
* new Thu Dec 18 01:14:19 AM UTC 2025
@@ -49,7 +82,6 @@ union {
#debug "Cone Stack : DEBUG_LEVEL activated\n"
#fopen Log "WS/log.essai" write
#end // debug level
union {
#local Hcs = 0.550;
#local Rco = R_basecone * 3.333;
@@ -58,11 +90,9 @@ union {
#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 }
@@ -78,30 +108,54 @@ union {
}
#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
* rail circulaire
#macro HexoFlash_body (Ra, He)
merge {
cylinder { 0, y*He, Ra }
sphere { y*He, Ra }
/* XXX
* faire la place pour la lampe
*/
#declare Les_Wagonnets = object
{
#local L = 2.4;
texture { LeGris }
}
#end // macro
#macro HexoFlash_light (Ra, Val)
difference {
sphere { 0, Ra*1.46 }
#local WB = 0.08;
#local H1 = -0.10;
#local H2 = 0.10;
union {
object { Wagonnet_0(L) translate <0, 1, 1.9> }
object { Wagonnet_0(L+1) translate <0, 3+NormClock, 0> }
object { Wagonnet_0(L) translate <0, 1, -1.8> }
box { <-1, H1, -WB>, <1, H2, WB> }
box { <-WB, H1, -1>, <WB, H2, 1> }
}
texture {
#if (rand(Rng1) < 0.70) pigment { color Orange }
#else pigment { color Orange }
#end
finish { emission 0.8 }
}
scale <1, 1.2, 1>
}
#end // macro
#macro HexoFlash (Ra, He)
union {
#local Ha = 2+rand(Rng1);
#local Hb = Ha * 0.8;
object { HexoFlash_body (Ra, Ha) }
object { HexoFlash_light (Ra, Ha)
translate y*Hb }
}
#end // macro
// =======================================================
/*
@@ -122,21 +176,37 @@ merge {
}
}
}
// -------------------------------------------------------
// ------------------------------------
#declare Texture_du_Vase = texture
{
pigment {
gradient y
color_map {
[ 0.000 color Green ]
[ 0.333 color Gray ]
[ 0.500 color Orange ]
[ 0.666 color Gray50 ]
[ 1.000 color Green ]
}
turbulence 1.24 // piturb :)
scale <1, 0.25, 1>
rotate <10, 0, 4>
}
finish { phong 0.25 }
}
// -------------------------------------------------------
// the place to try new textures
#declare ProtoTextures = object
{
#local TX = 2.55;
#local TX = 2.45;
#local TZ = 2.95;
#local Kro = 32 + (NormClock * 37);
#local Kro = 32 + (NormClock * 666);
union {
object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { G_Texture }
object { Obj_BasicTexture texture { Texture_du_Vase }
rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> }
object { Obj_BasicTexture texture { B_Texture }
@@ -159,36 +229,145 @@ 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, 1.60, 1>
}
#local R = rand(Rng1);
#if (R < 0.75)
texture { Texture_du_Vase rotate y*(clock*3) }
#else
texture { T_WIP_redwave scale 0.15 + 0.333*rand(Rng1)
rotate <75*rand(Rng1), 75*rand(Rng1), 75*rand(Rng1)>
}
#end
}
#end
// ------------------------------------
// des poignées sur le haut du vase
// XXX pas vraiment au point !
#macro Vase_le_corps_b ()
union {
#for (foo, 0, 359.999, 60)
#local Dx = 0.33 * sin(radians(foo));
#local Dz = 0.32 * cos(radians(foo));
torus { 0.025, 0.015 scale <1, 1.2, 4>
rotate z*42 rotate y*(foo-90)
translate <Dx, 0, Dz>
} // torus
#end // end for (foo
texture { G_Texture }
}
#end // end macro
// ------------------------------------
// ASSEMBLER LE CORPS
#macro Vase_le_corps ()
union {
object { Vase_le_corps_a () }
object { Vase_le_corps_b () }
// this 'translate' must be computed ?
translate y*0.95
}
#end
// ------------------------------------
// LE PIED
#macro Vase_le_pied ()
union {
cylinder { 0, y*0.80, 0.08 }
cylinder { 0, y*0.08, 0.20 }
sphere { 0, 0.20 scale <1, 0.15, 1> translate y*0.08 }
texture { T_WIP_dents scale 0.15 }
}
#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 + 0.65*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 < 0.65) texture { tPlasticPrune }
#else texture { tPlasticGreen }
#end // if
}
#end // for
translate y*0.87
}
// #debug "== Fin Vase 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 <-4.5, 0, -4> }
object { Repere translate 0.05*y }
object { Vase () scale 2 translate < 2.2, 0, 2.52> }
object { Vase () scale 1.4 translate <-2.9, 0, 3.91> }
object { Chose () scale 2 translate < 2.9, 0, -4.07> }
object { Vase () translate <-4.5, 0, -4> }
object { Repere translate 0.15*y }
}
}
// =======================================================
// =======================================================
#declare GyroTrucs = object
{
union {
#for (I, 0, 359, 30)
#declare E = 12 + (3*rand(Rng1));
#for (I, 0, 359, 20)
#declare E = 12 + (3.5*rand(Rng1));
#declare Dx = E * sin(radians(I));
#declare Dz = E * cos(radians(I));
#local R = rand(Rng1);
#if (R > 0.52)
#if (R > 0.76)
object { GyroPhare () translate <Dx, 0, Dz> }
#elseif (R > 0.36)
object { Colonne_A (3.8)
rotate y*(90*rand(Rng1))
#elseif (R > 0.65)
object { Obj_BasicTexture
texture { T_WIP_redwave }
scale 0.75
rotate y * (5*(.5-rand(Rng1))*clock)
translate <Dx, 0, Dz> }
#else
object { Colonne_A (2.8)
rotate y*(90*rand(Rng1))
object { HexoFlash (0.14, 1.85 + (0.444*rand(Rng1)) )
translate <Dx, 0, Dz> }
#end
#end // for
@@ -203,9 +382,9 @@ object { GyroTrucs }
{
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 () scale 1.6 translate z*2 }
object { Portique_A () scale 1.2 }
object { Portique_A () scale 1.4 translate -z*3 }
object { Portique_A () rotate y*9 translate -z*6.5 }
// object { Fleche translate y }
}
@@ -214,16 +393,19 @@ union {
#debug " !!! ACTION !!!\n"
#local Rv = 0.5 + (0.1*sin(clock*0.113));
#local Gv = 0.21;
#local Bv = 0.25 * abs(sin(clock*0.014));
light_source {
<-19, 44, -7>
colour Gray40
<-32, 40, -7>
colour <Rv, Gv, Bv>
parallel
point_at 0
}
// ------------------------------------------------------ ##
#declare Selector = int(clock/57);
#declare Selector = int(clock/90);
#debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 27 - 3*Cos_01(NormClock);
@@ -231,41 +413,23 @@ union {
#switch (Selector)
#case (0)
object { Des_Choses }
#local AngleCam = 17;
#break
#case (1)
object { Architecture rotate -y*(clock*0.666) }
#local AngleCam = 31.0;
object { Des_Anemones }
object { Repere translate y*0.08 }
#break
#case (2)
object { HoleBorder_A (2.12) translate y }
object { HoleBorder_B (2.222) }
object { ProtoTextures }
#break
#case (3)
object { HorlogeDouble scale 2 rotate -y*(6*clock) }
object { Repere translate y*1 }
object { Blob_Boxed scale 3 translate y*2 }
// object { Repere translate y*1 }
#break
#case (4)
object { Blob_Boxed
scale 4.000
rotate <7, 0, 12> translate 3.7*y
rotate -y*(clock*2) }
#break
#case (5)
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 { HexaStar scale 3 rotate y*(clock*0.5) translate y*3 }
#break
#case (7)
#local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
object { Un_Autre_Cube (0.666) rotate y*42 translate <3, 1.8, 0> }
object { Un_Autre_Cube (0.888) translate <0, 1.8, 2> }
#break
#end // switch selector
@@ -289,7 +453,7 @@ plane {
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

@@ -135,8 +135,11 @@ 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
{
@@ -152,7 +155,7 @@ scale 1.96
rotate 90*x
translate <-4.5, 0.046, 0>
}
// =======================================================
// ----------------------------------------------------------
// nouveau du 3 janvier 2026
#local Horloge2 = object
{
@@ -162,14 +165,14 @@ object { Horloge scale <1, 0.28, 1> rotate -x*90
#declare HorlogeDouble = object
{
union {
box { <-3.20, 0.0, -0.07>, <3.20, 1.68, 0.07>
box { <-3.10, 0.0, -0.06>, <3.10, 1.68, 0.06>
texture { LeGris } }
#local EC = 0.12;
#local EC = 0.18;
object { Horloge2 rotate y*180 translate z*EC }
object { Horloge2 translate -z*EC }
}
scale 0.51
translate y*0.999
scale 0.42
translate y*0.50
}
// =======================================================
/*
@@ -200,7 +203,7 @@ prism {
#macro HexaPole_tubes ()
#local R = 0.033;
#local E = 0.49;
#local H = H_cone*0.705;
#local H = H_cone*0.666;
union {
#for (A, 0, 359, 60)
#local Xp = E * cos(radians(A));
@@ -274,12 +277,13 @@ union {
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 }
object { HexaBlob rotate <clock*2.2, clock*2.7, clock*1.8> }
}
}
// =======================================================
@@ -289,7 +293,7 @@ union {
*/
#macro Bubble ()
sphere {
0, 0.070
0, 0.070 + 0.056*rand(Rng1)
#local R = rand(Rng1);
#if ( R < 0.25 ) texture { Ruby_Glass }
#elseif ( R < 0.50 ) texture { Orange_Glass }
@@ -314,7 +318,7 @@ 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));

View File

@@ -11,7 +11,7 @@ global_settings {
#include "stones.inc"
#include "woods.inc"
#declare Rng1 = seed(1221);
#declare Rng1 = seed(314);
#declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2);
@@ -36,7 +36,7 @@ global_settings {
#declare H_gyro = 1.80;
#declare H_gylampe = 0.25;
#declare H_QuadriLight = 37;
#declare H_QuadriLight = 42;
#declare E_QuadriLight = SzSol * 1.35;
#declare R_circular = (SzSol * 1.60);
@@ -77,7 +77,7 @@ finish { phong 0.70 reflection 0.05 }
#declare T_Planete_B = texture
{
pigment { rgb <0.42, 0.50, 0.70> }
normal { dents 0.14 scale 0.5}
normal { dents 0.18 scale 0.5}
finish { metallic 0.50 reflection 0.33 }
}
/* ------------------------------------------------------------ */
@@ -227,6 +227,24 @@ 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
{

View File

@@ -48,7 +48,7 @@ text {
ttf "datas/ComicMono-Bold.ttf" Texte 0.1, 0
// texture { T_WIP_alert }
texture { T_WIP_bluewave rotate <clock, clock, clock>
scale 0.79 }
scale 0.59 }
}
}
#declare Cabane_Compteur = object

View File

@@ -15,13 +15,15 @@ object { Le_Decor }
#declare Loc_cam = <0.63, 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

@@ -16,11 +16,11 @@ object { Le_Decor }
// object { Repere scale 2 }
#declare Loc_cam = <2, 2.7-NormClock, 1> + (Pos_RedB_1 * 1.303);
#declare Loc_cam = <2, 2.7-NormClock, 1> + (Pos_RedB_1 * 1.308);
camera {
location Loc_cam
#local H = 1.16 + (NormClock*0.36);
#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>

View File

@@ -17,7 +17,7 @@ object { Le_Decor }
// object { Repere translate <10, 1, 10> }
#declare LOC = <-3.4 - NormClock, 1.60, 31.9-NormClock>;
#declare LOC = <-3.4 - NormClock, 4.57, 31.9-NormClock>;
#declare LAT = <P_hexawood.x, 0.95+(NormClock*0.11), P_hexawood.z>;

View File

@@ -87,7 +87,7 @@ light_source { <23, 10, 15>, rgb <0.77, 0.79, 0.80> }
// -------------------------------------------------------------
camera {
location <9+NormClock, 1.60+(8.6*NormClock), 11.59>
location <9+NormClock, 1.60+(11*NormClock), 11.59>
look_at <0.0, 0.0, 0>
right <image_width/image_height, 0, 0>
#if (0)
@@ -95,6 +95,6 @@ camera {
aperture 0.046
blur_samples 30
#end
angle 57
angle 61 - (5*NormClock)
}

View File

@@ -20,6 +20,7 @@ object { Le_Decor }
#declare CamX = 1.72;
#declare CamY = 7 + (4*Cos_01(NormClock));
#declare CamZ = -2.5;
#declare LatX = 20 * cos(CK*1.08);
#declare LatY = 3.0 - sqrt(NormClock);
@@ -28,7 +29,7 @@ object { Le_Decor }
camera {
// orthographic
location <CamX, CamY, 0>
location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0>
angle 65 + (NormClock * 15)

View File

@@ -18,7 +18,7 @@ object { Le_Decor }
/* =============================================================== */
#declare CamX = 90 - (4 * NormClock);
#declare CamY = 196;
#declare CamY = 176;
#declare CamZ = 170 - (33 * NormClock);
/* XXX to be verified !
@@ -32,7 +32,7 @@ camera {
look_at Loc_Patrouille
right <image_width/image_height, 0, 0>
angle 14
angle 13
}
/* =============================================================== */

View File

@@ -46,5 +46,5 @@ camera {
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 3.5
angle 5.1
}

View File

@@ -1,6 +1,7 @@
/*
* 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;
@@ -14,17 +15,17 @@
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+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

@@ -15,12 +15,12 @@ object { Le_Decor }
// XXX instrumenter la caméra serait un GROS plus !!!
// =======================================================
#declare Debut = <-33, 89, 289> ;
#declare Fin = < 36, 81, -2> ;
#declare Debut = <-33, 92, 289> ;
#declare Fin = < 36, 83, -2> ;
#declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatX = 0.614 * sin(NormClock*9.7);
#declare LatX = 0.614 * sin(NormClock*13.37);
#declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>;
@@ -30,6 +30,6 @@ camera {
location PosCam
look_at LatCam
right <image_width/image_height, 0, 0>
angle 66
angle 62
}

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

@@ -8,7 +8,7 @@ IDX=0
SPOOL="frames/Spool"
SEQNAME="none"
TMP="WS/tmp.png"
FONTE="Helvetica-Bold"
FONTE="FreeSerif-Bold"
source tools/fonctions.sh
@@ -39,13 +39,13 @@ tools/plot-timing.sh $1
local NBRE=78
convert "WS/negatif.png" \
-gravity north \
-gravity center \
-font $FONTE \
-pointsize 100 \
-pointsize 139 \
-kerning 8 \
-fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \
-annotate +0+530 "$1" \
-strokewidth 3 -stroke $STROKOL \
-annotate +0+0 "$1" \
${INTER}
for foo in $(seq 0 $NBRE)
@@ -80,7 +80,7 @@ local NBRE=300
local SRC="frames/hexacone/00199.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 23 $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 5 -stroke $STROKOL \
-strokewidth 3 -stroke $STROKOL \
-annotate +0+${Ypos} "La famille\nHexaCone" \
${TMP}
# identify ${TMP}
@@ -107,9 +107,9 @@ local NBRE=180
datetime=$(LANG=fr date -u +"%Y/%m/%d %H:%M")
echo " $datetime" | tee -a WS/log
local SRC="frames/escadrille/00449.png"
local GRAY="/dev/shm/tmp-titre.png"
convert -colorspace gray -colors 60 $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
@@ -130,6 +130,7 @@ do
${TMP}
# identify ${TMP}
copy_a_file ${TMP}
printf "."
done
echo

View File

@@ -40,17 +40,18 @@ do
fi
set -e
sqn=$(echo ${SEQNAME} | tr [a-z] [A-Z])
txt=$(printf "%s %03d" ${sqn} ${frame} | \
tr '01' 'ol')
txt=$(printf "%03d" ${frame} | tr '01' 'ol')
# echo $frame $img $txt
convert ${TMPIMG} \
-font Courier-Bold \
-pointsize 44 \
-kerning 3 \
-fill ${TEXTCOL} \
-strokewidth 2 -stroke $STROKOL \
-gravity north \
-annotate +0+5 "$txt" \
-pointsize 48 \
-kerning 4 \
-strokewidth 1 \
-fill ${STROKOL} -stroke ${TEXTCOL} \
-gravity south-west \
-annotate +25+5 "$txt" \
-gravity south-east \
-annotate +25+5 "$sqn" \
${img}
fin=$(date +%s)
echo ; sleep 1

View File

@@ -34,7 +34,7 @@ do
# echo $imgA $imgB
printf "%8d" $frame
composite $imgA $imgB \
-blend 50% \
-blend 25% \
$imgC
done

View File

@@ -11,6 +11,7 @@
#include "all.inc"
/*
* XXX
* why this two moving hexathings are not in "dynamic.inc" ?
*/
object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> }
@@ -28,7 +29,7 @@ object { HexaWood translate P }
object { Le_Decor }
#declare CamY = 36 - (10.01 * Cos_01(NormClock));
#declare CamY = 47 - (9.50 * Cos_01(NormClock));
#declare LatY = -4 + ( 2.12 * NormClock);
camera {
@@ -38,5 +39,5 @@ camera {
// focal_point <2, 1, 12>
// aperture 0.046
// blur_samples 30
angle 45 + (63*NormClock)
angle 45 + (65*NormClock)
}

View File

@@ -16,13 +16,25 @@ 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);
#declare Loc_cam = <DX_cam, 1.0, DZ_cam> + Pos_RedB_2;
#if (NormClock < 0.5000)
#declare DX_cam = -6.9 * cos(CK);
#declare DY_cam = 1.0;
#declare DZ_cam = -5.4 * sin(CK);
#declare DY_lat = 2.10 + NormClock;
#else
#declare DX_cam = -4.9 * sin(CK);
#declare DY_cam = 9.9 + (5*NormClock);
#declare DZ_cam = -2.6 * cos(CK);
#declare DY_lat = 0;
#end
#declare Loc_cam = <DX_cam, DY_cam, 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, DY_lat, 0>
right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0>

View File

@@ -25,6 +25,7 @@ difference {
#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
}
@@ -263,7 +264,7 @@ difference {
#local R = rand(Rng1);
// #debug concat("Random = ", str(R, 6, 4), "\n")
#if ( R < 0.23 ) texture { T_Planete_A }
#if ( R < 0.23 ) texture { T_Planete_B }
#elseif ( R < 0.56 ) texture { T_Beton_1 }
#else texture { T_Beton_2 }
#end // if