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31 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
33 changed files with 557 additions and 292 deletions

View File

@@ -21,9 +21,13 @@ PNG: essai.png scene.png topview.png passage.png \
hexacone.png remote.png survol.png cutoff.png \ hexacone.png remote.png survol.png cutoff.png \
carto.png hexawood.png bubblecut.png \ carto.png hexawood.png bubblecut.png \
circular.png panoramic.png splined.png \ circular.png panoramic.png splined.png \
trident.png approche.png hexastar.png trident.png approche.png hexastar.png \
patrouille.png
echo "make PNG ck=$(CK) done" >> WS/log echo "make PNG ck=$(CK) done" >> WS/log
patrouille.png: patrouille.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@
around.png: around.pov Makefile $(POVDEP) around.png: around.pov Makefile $(POVDEP)
povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@ povray $(POVOPT) $(DIMS) -K$(CK) -i$< -o$@

View File

@@ -19,6 +19,7 @@
- Songer à un cadriciel pour la piste son. - Songer à un cadriciel pour la piste son.
- Trouver un compositeur et les musiciens. - Trouver un compositeur et les musiciens.
- Étudier à fond la documentation de `sox`
## ... en bref ... ## ... en bref ...

View File

@@ -15,11 +15,11 @@ object { Le_Decor }
// ======================================================= // =======================================================
#declare LocX = 0; #declare LocX = -0.5 + Cos_010(NormClock);
#declare LocY = 3.6 - NormClock; #declare LocY = 2.6 - NormClock;
#declare LocZ = -220 + (120 * NormClock); #declare LocZ = -200 + (118 * NormClock);
#declare LocCam = <LocX, LocY, LocZ>; #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) } // object { Repere scale 5 translate Interpolate(LocCam, LatCam, 0.50) }

View File

@@ -69,9 +69,9 @@ merge {
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K } cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.63) #if (R < 0.63)
texture { T_Grnt6 scale 4 } texture { T_Grnt6 scale 4 }
#else #else
texture { T_Stone34 scale 3 } texture { T_Stone34 scale 3+rand(Rng1) }
#end #end
} }
#end // macro #end // macro
@@ -82,7 +82,7 @@ merge {
#local K = 0.36; #local K = 0.36;
box { <-L, 0, -K>, <L, Epp, K> } box { <-L, 0, -K>, <L, Epp, K> }
cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K } cylinder { <0, Epp, -K*0.9>, <0, Epp, K*0.9>, K }
texture { T_WIP_rasta } texture { T_WIP_dents rotate y*(rand(Rng1)*77) }
} }
#end // macro #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 CK = 2.9 + (3.141592654 * NormClock);
#declare CamX = R_around * cos(CK); #declare CamX = R_around * cos(CK);
#declare CamY = 15.777 + (4*Cos_010(NormClock)); #declare CamY = 15 + (6*Cos_010(NormClock));
#declare CamZ = R_around * sin(CK); #declare CamZ = R_around * 1.8 * sin(CK);
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0, 2, 0> look_at <0, 0.5 + NormClock, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 45 angle 36
} }

View File

@@ -13,22 +13,24 @@
#include "all.inc" #include "all.inc"
// --------------------------------------------------------- // ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
// --------------------------------------------------------- // ---------------------------------------------------------
// dessiner une grille // dessiner une grille
union {
#for (Foo, -140, 140, 10) #for (Foo, -140, 140, 10)
#local H = 0.17; #local H = 0.07;
cylinder { <-150, H, Foo>, <150, H, Foo>, 0.06 } #local Ra = 0.05;
cylinder { <Foo, H, -150>, <Foo, H, 150>, 0.06 } cylinder { <-150, H, Foo>, <150, H, Foo>, Ra }
#end cylinder { <Foo, H, -150>, <Foo, H, 150>, Ra }
#end
pigment { color Black }
}
// --------------------------------------------------------- // ---------------------------------------------------------
object { Repere scale 20 translate y*20 }
object { Le_Decor } object { Le_Decor }
camera { 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)> look_at <0, 1.18, 0.17 + (2.4*NormClock)>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 50 angle 50

View File

@@ -26,12 +26,12 @@ object { Le_Decor }
#declare AV = 0.070; #declare AV = 0.070;
#declare LatX = R_circ * 0.96 * cos(CK + AV); #declare LatX = R_circ * 0.96 * cos(CK + AV);
#declare LatY = 2.65; #declare LatY = 2.65;
#declare LatZ = R_circ * 0.97 * sin(CK + AV); #declare LatZ = R_circ * 0.95 * sin(CK + AV);
camera { camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <LatX, LatY, LatZ> look_at <LatX, LatY, LatZ>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 60 angle 64
} }

View File

@@ -11,8 +11,8 @@
#macro Trois_Portiques (Dist) #macro Trois_Portiques (Dist)
union { union {
object { Portique_A () } object { Portique_A () }
object { Portique_A () scale <1, 1.15, 1> translate z*5 } object { Portique_A () scale <1, 1.2, 1> translate z*11 }
object { Portique_A () translate z*10 } object { Portique_A () rotate y*11 translate z*22 }
// XXX scale 1.85 // XXX scale 1.85
} }
#end // macro trois portiques #end // macro trois portiques
@@ -22,17 +22,14 @@ union {
* essai du 12 mars 2025 * essai du 12 mars 2025
*/ */
#declare RedB_0_X = 19; #declare RedB_0_X = 19; #declare RedB_0_Z = 29;
#declare RedB_0_Z = 29;
#declare RedB_1_X = -24; #declare RedB_1_X = -24; #declare RedB_1_Z = 8;
#declare RedB_1_Z = 8;
#declare RedB_2_X = 36; // XXX #declare RedB_2_X = 36; #declare RedB_2_Z = -21;
#declare RedB_2_Z = -21; #declare RedB_2_X = 2; #declare RedB_2_Z = -40;
#declare RedB_3_X = 42; #declare RedB_3_X = 42; #declare RedB_3_Z = -5;
#declare RedB_3_Z = -5;
#declare Pos_RedB_0 = <RedB_0_X, 0, RedB_0_Z>; #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_1 = <RedB_1_X, 0, RedB_1_Z>;
@@ -69,7 +66,7 @@ union {
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) } #if (R < 0.33) texture { T_Stone25 scale 1+rand(Rng1) }
#elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) } #elseif (R < 0.66) texture { T_Stone15 scale 1+rand(Rng1) }
#else texture { T_Stone6 } #else texture { T_Stone6 scale 1+rand(Rng1) }
#end #end
#undef R #undef R
} }
@@ -112,7 +109,7 @@ union {
#macro Les_GyroPhares () #macro Les_GyroPhares ()
union { union {
#local E = SzSol * 0.455; #local E = SzSol * 0.471;
#for (Idx, 0, 359, 60) #for (Idx, 0, 359, 60)
#local Ang = radians(Idx+9.33); #local Ang = radians(Idx+9.33);
#local Dx = E * sin(Ang); #local Dx = E * sin(Ang);
@@ -125,11 +122,10 @@ union {
/* ======================================================= */ /* ======================================================= */
/* 11 avril 2025, je pose un grand cercle d'hexapoles /* 11 avril 2025, je pose un grand cercle d'hexapoles
* 9 octobre 2025, je rajoute un rail circulaire * 9 octobre 2025, je rajoute un rail circulaire
* les navettes qui circulent sont dans 'dynamic.inc'
*/ */
#declare Les_HexaPoles = object #declare Les_HexaPoles = object
{ {
union { union {
#for (Ang, 0, 359, 6) #for (Ang, 0, 359, 6)
#local De = 3.6 + (0.5*rand(Rng1)); #local De = 3.6 + (0.5*rand(Rng1));
@@ -198,26 +194,6 @@ 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 }
}
}
/* ======================================================= */ /* ======================================================= */
@@ -233,11 +209,12 @@ blob {
#for (Idx, 0, 5) #for (Idx, 0, 5)
#local Angle = (Idx + 0.19) * 1.09; // magic numbers ? #local Angle = (Idx + 0.19) * 1.09; // magic numbers ?
#local Px = sin(Angle) * (SzSol * 0.98); #local Kr = 5 - (rand(Rng1)*2.5);
#local Pz = cos(Angle) * (SzSol * 1.02); #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) #ifdef (DEBUG_LEVEL)
#write (Trid, "Def ", Idx, " ", NormClock, " ", Px, " ", Pz, "\n") #write (Trid, "Def_", Idx, " ", NormClock, " ", Px, " ", Pz, "\n")
#end #end
// put the coords in the array. // put the coords in the array.
#declare UnderHoles[Idx] = <Px, 0, Pz>; #declare UnderHoles[Idx] = <Px, 0, Pz>;
@@ -261,13 +238,21 @@ difference {
} }
} }
/* 10 fev 2026, on place des bordures autour des trous */ /* 10 fev 2026, on place des bordures autour des trous */
/* -> xperiment.inc */ /* voir aussi -> xperiment.inc */
#for (foo, 0, 5) #declare Les_Bordures = object
#local YHB = (0.08 + (0.5*rand(Rng1)) * y); {
object { HoleBorder (1.14) translate YHB + UnderHoles[foo] } union {
#end #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 * nouvel éclairage du 10 février 2025
@@ -302,12 +287,12 @@ rotate -19 * y
union { union {
/* a l'interieur du 'circular' */ /* a l'interieur du 'circular' */
object { Chose () translate <-25, 0, -31> } object { Chose () translate <-25, 0, -31> }
object { Chose () translate < 20, 0, -32> } object { Chose () translate < 20, 0, -36> }
/* a l'exterieur du 'circular' */ /* a l'exterieur du 'circular' */
#for (foo, 0, 359, 18) #for (foo, 0, 359, 18)
#local CK = radians(foo + (9*rand(Rng1))); #local CK = radians(foo + (9*rand(Rng1)));
#local DX = 66 * sin(CK); #local DX = 76 * sin(CK);
#local DZ = 64 * cos(CK); #local DZ = 74 * cos(CK);
object { Chose () translate < DX, 0, DZ> } // XXX object { Chose () translate < DX, 0, DZ> } // XXX
#end #end
} }
@@ -376,6 +361,7 @@ sky_sphere {
{ {
union { union {
object { Underground } object { Underground }
object { Les_Bordures }
#include "groundbase.inc" #include "groundbase.inc"
object { La_GroundBase } object { La_GroundBase }
@@ -393,11 +379,13 @@ union {
object { QuadriLight } object { QuadriLight }
object { Les_GyroPhares () } object { Les_GyroPhares () }
object { Les_HexaPoles } 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_Choses }
object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> } object { Les_Arches (1.9) rotate y*132 translate <-34, 0, -26> }
object { Les_Cahutes () rotate y*17 translate <2, 0, -40> } // 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 */ /* --------- les trucs dans le Y négatif */
// object { Trois_Arches (1.4) scale 2.4 translate <0, 0, -131> } // object { Trois_Arches (1.4) scale 2.4 translate <0, 0, -131> }
@@ -412,8 +400,9 @@ union {
#end // for #end // for
/* --------- les trucs dans le Y positif */ /* --------- les trucs dans le Y positif */
object { OpenBox(1.6, 0.11) translate <-3, 3.58, 112> } // object { OpenBox(1.6, 0.11) translate <-3, 3.58, 112> }
object { OpenBox(1.6, 0.11) rotate y*45 translate <3, 6.7, 166> } 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); #declare Kbox = (2.03*NormClock);
difference { difference {
object { HexaCone () rotate <3-(6*NormClock), 5, -3> } object { HexaCone () rotate <9-(11*NormClock), 6, -7> }
box { -1, 1 translate z*Kbox } box { -1, 1 translate z*Kbox }
translate y*TY + POS_Cutoff translate y*TY + POS_Cutoff
} }
@@ -29,7 +29,7 @@ difference {
// ======================================================= // =======================================================
light_source { light_source {
<-24, 0.4, -1> <-14, 0.4, -1>
colour Orange colour Orange
parallel parallel
point_at y*TY + POS_Cutoff 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 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); #local CamZ = POS_Cutoff.z + 4.30 - (1.02*NormClock);
camera { camera {

View File

@@ -5,25 +5,25 @@
// rajout d'une patrouille en vol // rajout d'une patrouille en vol
// 2 janvier 2026 // 2 janvier 2026
#local CK = clock / 150; // en radians
#local RD = 63; // rayon deplacement
#local Xp = RD * sin(CK);
#local Zp = RD * cos(CK);
object { object {
object { Patrouille } #local CK = (clock / 230) - 0.75; // en radians
rotate y*degrees(CK) #local RD = 63; // rayon deplacement
translate <Xp, 79+(11*NormClock), Zp> #local Xp = RD * sin(CK);
translate <-30, 0, 0> #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 // on va tenter de placer quelques trucs
// qui bougent sur le rail circulaire // qui bougent sur le rail circulaire
#for (foo, 0, 5) #for (foo, 0, 5)
#local CK = (NormClock+(foo*0.0200)) * 4.02; // radians #local CK = (NormClock+(foo*0.0200)) * 4.05; // radians
#declare Xpos = R_circular * sin(CK); #declare Xpos = R_circular * sin(CK);
#declare Zpos = R_circular * cos(CK); #declare Zpos = R_circular * cos(CK);
#declare AR = degrees(CK); #declare AR = degrees(CK);
@@ -36,10 +36,12 @@ object {
/// ======================================================= /// =======================================================
/* des trucs autour des trous du sol. */ /* 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[2] }
object { Les_Machins rotate y*clock translate UnderHoles[5] } object { Les_Machins rotate y*clock translate UnderHoles[5] }
// object { Les_HexaBalls rotate y*clock translate UnderHoles[2] }
/// ======================================================= /// =======================================================
/* /*
* deux hexabenz sur une base exterieure * deux hexabenz sur une base exterieure
@@ -48,11 +50,11 @@ object { Les_Machins rotate y*clock translate UnderHoles[5] }
{ {
#local K = 1.39; #local K = 1.39;
union { union {
object { HexaBenz () rotate y*90 translate <-K, 1.83, 0> } object { HexaBenz () rotate y*94 translate <-K, 1.86, 0> }
object { HexaBenz () translate < K, 1.66, 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 * deux hexacones se tournent autour
@@ -62,7 +64,7 @@ object { BiBenz rotate -y*(clock*0.26) translate Pos_RedB_0 }
#local K = 1.27; #local K = 1.27;
union { union {
object { HexaCone () rotate y*90 translate <-K, 1.7, 0> } 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 } object { BiCone rotate -y*(Cos_010(NormClock)*65.38) translate Pos_RedB_1 }

View File

@@ -20,7 +20,7 @@
#for (idZ, -3, 3) #for (idZ, -3, 3)
#local posX = (idX * 4.76) + (rand(Rng1)-0.5); #local posX = (idX * 4.76) + (rand(Rng1)-0.5);
#local posY = 3.2 + (NormClock * 12 * (rand(Rng1)+0.95)); #local posY = 3.2 + (NormClock * 17 * (rand(Rng1)+0.95));
#local posZ = (idZ * 4.44) ; #local posZ = (idZ * 4.44) ;
#local Rx = (rand(Rng1) - 0.5) * 12; #local Rx = (rand(Rng1) - 0.5) * 12;
#local Ry = (rand(Rng1) - 0.5) * (24+NormClock); #local Ry = (rand(Rng1) - 0.5) * (24+NormClock);
@@ -63,5 +63,5 @@ camera {
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0.0, LatY, 0> look_at <0.0, LatY, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 56 - (28 * NormClock) angle 54 - (31 * NormClock)
} }

276
essai.pov
View File

@@ -5,7 +5,7 @@
#version 3.7; #version 3.7;
#declare DEBUG_LEVEL = 1; // un nouveau test ? // #declare DEBUG_LEVEL = 1; // un nouveau test ?
#include "globals.inc" #include "globals.inc"
#declare NO_DYNAMIC = 1; #declare NO_DYNAMIC = 1;
@@ -16,24 +16,27 @@
-* __________________________ -* __________________________
*/ */
// ======================================================= // =======================================================
// nouveau du 3 janvier 2026 // nouveau du 10 février 2026
#local Horloge2 = object #macro Anemone_A (E, H)
{ union {
object { Horloge scale <1, 0.24, 1> rotate -x*90 #for (foo, 0, 5)
translate x*0.45 } #local A = radians(foo*60);
} #local DX = E * sin(A);
#declare HorlogeDouble = object #local DZ = E * cos(A);
{ cone { y*(H/8), 0.20, <DX, H, DZ>, 0.001
union { #local Rv = 0.7 + (0.2*rand(Rng1));
box { <-3.20, -0.08, -0.07>, <3.20, 1.61, 0.07> #local Gv = 0.6 + (0.2*rand(Rng1));
texture { LeGris } } #local Bv = 0.6 + (0.3*rand(Rng1));
#local EC = 0.22; texture {
object { Horloge2 rotate y*180 translate z*EC } pigment { rgb <Rv, Gv, Bv> }
object { Horloge2 translate -z*EC } finish { phong 0.51 reflection 0.05 }
}
}
sphere { 0, 0.45 texture { T_WIP_color } }
#end // for
} }
scale 0.8 #end // macro
translate y*2.35
}
// ======================================================= // =======================================================
/* /*
* new Thu Dec 18 01:14:19 AM UTC 2025 * new Thu Dec 18 01:14:19 AM UTC 2025
@@ -122,78 +125,25 @@ merge {
// ------------------------------------------------------- // -------------------------------------------------------
#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 // the place to try new textures
#declare ProtoTextures = object #declare ProtoTextures = object
{ {
#local TX = 2.35; #local TX = 2.55;
#local TZ = 2.95; #local TZ = 2.95;
#local Kro = 32 + (NormClock * 17); #local Kro = 32 + (NormClock * 37);
union { union {
object { Obj_BasicTexture texture { T_WIP_R } object { Obj_BasicTexture texture { R_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, -TZ> } translate <TX, 0, -TZ> }
object { Obj_BasicTexture texture { T_WIP_G } object { Obj_BasicTexture texture { G_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, 0> } translate <TX, 0, 0> }
object { Obj_BasicTexture texture { T_WIP_B } object { Obj_BasicTexture texture { B_Texture }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <TX, 0, TZ> } translate <TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_1 } object { Obj_BasicTexture texture { T_WIP_dents }
rotate y * (rand(Rng1)*Kro) rotate y * (rand(Rng1)*Kro)
translate <-TX, 0, TZ> } translate <-TX, 0, TZ> }
object { Obj_BasicTexture texture { T_WIP_rasta } object { Obj_BasicTexture texture { T_WIP_rasta }
@@ -209,15 +159,117 @@ union {
// ======================================================= // =======================================================
/* Les choses, c'est l'espèce de vase avec des tiges /* 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 #declare Des_Choses = object
{ {
union { union {
object { Chose () translate < 2.2, 0, 2.32> } object { Vase () scale 2 translate < 2.2, 0, 2.32> }
object { Chose () translate <-2.9, 0, 3.91> } object { Vase () scale 1.4 translate <-2.9, 0, 3.91> }
object { Chose () translate < 2.9, 0, -4.07> } object { Vase () scale 2 translate < 2.9, 0, -4.07> }
object { Chose () translate <-4.5, 0, -4> } object { Vase () translate <-4.5, 0, -4> }
object { Repere translate 0.05*y } object { Repere translate 0.15*y }
} }
} }
// ======================================================= // =======================================================
@@ -252,11 +304,11 @@ object { GyroTrucs }
#declare Architecture = object #declare Architecture = object
{ {
union { union {
object { Portique_A () translate z*4 } object { Portique_A () translate z*6.5 }
object { Portique_A () scale 2 translate z*2 } object { Portique_A () scale 2 translate z*2 }
object { Portique_A () scale 1.5 } object { Portique_A () scale 1.8 }
object { Portique_A () scale 2 translate -z*2 } object { Portique_A () scale 2 translate -z*3 }
object { Portique_A () translate -z*4 } object { Portique_A () rotate y*9 translate -z*6.5 }
// object { Fleche translate y } // object { Fleche translate y }
} }
} }
@@ -264,50 +316,62 @@ union {
#debug " !!! ACTION !!!\n" #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 { light_source {
<-18, 54, -7> <-32, 40, -7>
colour Gray50 colour <Rv, Gv, Bv>
parallel parallel
point_at 0 point_at 0
} }
// ------------------------------------------------------ ## // ------------------------------------------------------ ##
#declare Selector = mod(int(clock/80), 8); #declare Selector = int(clock/57);
#debug concat("Selector = ", str(Selector, 6, 0), "\n") #debug concat("Selector = ", str(Selector, 6, 0), "\n")
#declare AngleCam = 17 - 3*Cos_01(NormClock); #declare AngleCam = 27 - 3*Cos_01(NormClock);
#switch (Selector) #switch (Selector)
#case (0) #case (0)
object { Des_Choses } object { Des_Choses }
#local AngleCam = 17;
#break #break
#case (1) #case (1)
object { Architecture rotate -y*(clock*0.666) } object { Architecture rotate -y*(clock*0.666) }
#local AngleCam = 31.0; #local AngleCam = 31.0;
#break #break
#case (2) #case (2)
object { Le_ConeStack () translate y*0.20 } object { HoleBorder_B (2.222) }
#break #break
#case (3) #case (3)
object { HorlogeDouble rotate -y*(5*clock) } object { HorlogeDouble scale 2 rotate -y*(6*clock) }
// object { Repere translate y*1 } object { Repere translate y*1 }
#break #break
#case (4) #case (4)
object { Trident_A () object { Blob_Boxed
scale 1.8 scale 4.000
rotate <35, 0, 12> translate 2.2*y rotate <7, 0, 12> translate 3.7*y
rotate -y*(clock*2) } }
#break #break
#case (5) #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 #break
#case (6) #case (6)
object { HexaStar scale 3 translate y*3 } object { HexaStar scale 3 rotate y*(clock*1.5) translate y*3.5 }
#break #break
#case (7) #case (7)
#local Pos = <0.5-NormClock, 0, 0>; #local Pos = <0.5-NormClock, 0, 0>;
object { ProtoTextures rotate -y*clock translate 0 } object { ProtoTextures rotate -y*(55*Cos_01(NormClock)) }
#break #break
#end // switch selector #end // switch selector
@@ -320,17 +384,19 @@ plane {
// ======================================================= // =======================================================
#local CamX = -2.7 + (1.8*Cos_010(NormClock)); #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 CamZ = -5.777 + (1.2*Cos_01(NormClock));
#local K = 8.6; #local K = 8.6;
#local CamX = CamX * K; #local CamX = CamX * K;
#local CamY = CamY * K * 0.61; #local CamY = CamY * K * 0.41;
#local CamZ = CamZ * K; #local CamZ = CamZ * K;
camera { camera {
orthographic
location <CamX, CamY, CamZ> location <CamX, CamY, CamZ>
look_at <0, 1.6, 0> look_at <0, 1.5, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle AngleCam angle AngleCam
} }

View File

@@ -111,6 +111,36 @@ union {
#end // macro #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 #declare Horloge = object
{ {
#local Texte = str(NormClock, 6, 3); #local Texte = str(NormClock, 6, 3);
@@ -119,13 +149,31 @@ union {
text { text {
// ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0 // ttf "datas/DSEG7Classic-Regular.ttf" Texte 0.1, 0
ttf "datas/ComicMono-Bold.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 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 ! * need more work !
@@ -202,6 +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 } 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 */ /* en bas */
cylinder { < D, -D, D>, <-D, -D, D>, R } cylinder { < D, -D, D>, <-D, -D, D>, R }
cylinder { < D, -D, -D>, <-D, -D, -D>, R } cylinder { < D, -D, -D>, <-D, -D, -D>, R }
@@ -214,9 +263,29 @@ 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 } 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 } texture { Soft_Silver scale 6.50 }
} }
#end #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 * first written macro for testing the generation of
@@ -224,7 +293,7 @@ union {
*/ */
#macro Bubble () #macro Bubble ()
sphere { sphere {
0, 0.070 0, 0.070 + 0.056*rand(Rng1)
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.25 ) texture { Ruby_Glass } #if ( R < 0.25 ) texture { Ruby_Glass }
#elseif ( R < 0.50 ) texture { Orange_Glass } #elseif ( R < 0.50 ) texture { Orange_Glass }
@@ -249,7 +318,7 @@ union {
#declare Les_Machins = object #declare Les_Machins = object
{ {
union { union {
#local Rk = 3.90 + NormClock; #local Rk = 3.60 + NormClock;
#for (foo, 0, 359, 45) #for (foo, 0, 359, 45)
#local Xpos = Rk * sin(radians(foo)); #local Xpos = Rk * sin(radians(foo));
#local Zpos = Rk * cos(radians(foo)); #local Zpos = Rk * cos(radians(foo));

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 "stones.inc"
#include "woods.inc" #include "woods.inc"
#declare Rng1 = seed(1121); #declare Rng1 = seed(1221);
#declare foo = rand(Rng1); #declare foo = rand(Rng1);
#declare Rng2 = seed(now*24*60*60); #declare Rng2 = seed(now*24*60*60);
#declare bar = rand(Rng2); #declare bar = rand(Rng2);
@@ -41,7 +41,7 @@ global_settings {
#declare R_circular = (SzSol * 1.60); #declare R_circular = (SzSol * 1.60);
#declare R_hole = 3.1; #declare R_hole = 3.1; // holes in the background
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
/* /*
@@ -57,8 +57,8 @@ finish { phong 0.33 ambient 0.33 }
#declare T_WIP_color = texture #declare T_WIP_color = texture
{ {
#local V = (sin(clock*0.122) / 2) + 0.5; #local V = (sin(clock*0.142) / 2) + 0.5;
pigment { color Cyan * V } pigment { color Orange * V }
finish { phong 0.23 ambient 0.30 } finish { phong 0.23 ambient 0.30 }
} }
@@ -123,7 +123,7 @@ finish { roughness 1.00 }
#declare tPlasticBlue = texture #declare tPlasticBlue = texture
{ {
pigment{rgb <0.50, 0, 2.0>} pigment{rgb <0.20, 0, 2.0>}
finish { finish {
ambient 0.1 ambient 0.1
diffuse 0.6 diffuse 0.6
@@ -203,7 +203,7 @@ pigment {
[1.00 color Black ] [1.00 color Black ]
} }
} }
finish { phong 0.23 ambient 0.40 } finish { phong 0.23 ambient 0.30 }
scale <3, 4, 3> scale <3, 4, 3>
} }
/* ------------------------------------------------------------ */ /* ------------------------------------------------------------ */
@@ -214,12 +214,12 @@ scale <3, 4, 3>
pigment { pigment {
wood wood
color_map { color_map {
[0.0 color Gray70 ] [0.0 color Gray60 ]
[0.5 color Gray80 ] [0.5 color Gray80 ]
[0.5 color Blue ] [0.5 color Blue ]
[1.0 color Blue ] [1.0 color Blue ]
} }
// XXX rotate y*49 turbulence 0.04
translate <NormClock*0.1, sqrt(NormClock*0.4), translate <NormClock*0.1, sqrt(NormClock*0.4),
NormClock*0.333> NormClock*0.333>
scale <0.2, 0.3, 1> scale <0.2, 0.3, 1>
@@ -227,6 +227,33 @@ scale <3, 4, 3>
finish { phong 1 } 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 #declare GoldDark = texture

View File

@@ -15,13 +15,15 @@ object { Le_Decor }
#declare Loc_cam = <0.63, 2, 2*NormClock> + (Pos_RedB_0 * 1.32); #declare Loc_cam = <0.63, 2, 2*NormClock> + (Pos_RedB_0 * 1.32);
#declare Lat_Y = 1.21 + 0.16*NormClock;
camera { camera {
location Loc_cam 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> right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0> // focal_point <0.37, 0.0, 0>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // 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 } // 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 { camera {
location Loc_cam 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> look_at Pos_RedB_1 + <0.02, H, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.90, 0> // focal_point <0.37, 0.90, 0>

View File

@@ -12,10 +12,10 @@
#macro HS_element_pointe () #macro HS_element_pointe ()
union { union {
#local R_a = HS_radius * 0.33333; #local R_a = HS_radius * 0.369;
#local Small = 0.00001; #local Small = 0.00001;
cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a } cone { <-1.34, 0, 0>, Small, <-0.6, 0, 0>, R_a }
sphere { 0, R_a scale <0.3, 1, 1> translate <-0.6, 0, 0> } sphere { 0, R_a scale <0.42, 1, 1> translate <-0.6, 0, 0> }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.45 ) texture { GoldDark } #if ( R < 0.45 ) texture { GoldDark }
#elseif ( R < 0.60 ) texture { Aluminum } #elseif ( R < 0.60 ) texture { Aluminum }
@@ -35,9 +35,9 @@ union {
// le noyau central // le noyau central
#local L = 0.0028; #local L = 0.0028;
#local R = 0.0577; #local R = 0.0577;
cylinder { -y*L, y*L, R } cylinder { -y*L, y*L, R }
sphere { 0, R translate -y*L } sphere { 0, R translate y*L }
sphere { 0, R translate y*L } sphere { 0, R scale <1, 0.20, 1>translate -y*L }
// les ailettes intérieures // les ailettes intérieures
#for (foo, 0, 5) #for (foo, 0, 5)
@@ -59,12 +59,13 @@ union {
/* nouveau 14 janvier 2026 */ /* nouveau 14 janvier 2026 */
#macro HS_element_queue () #macro HS_element_queue ()
union { union {
#local R_a = HS_radius * 0.2222; #local R_a = HS_radius * 0.228;
#local Small = 0.001; #local Small = 0.001;
cone { < 0.44, 0, 0>, Small, < 0.88, 0, 0>, R_a } 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> } sphere { 0, R_a scale <0.7, 1, 1> translate <0.88, 0, 0> }
#local R = rand(Rng1); #local R = rand(Rng1);
#if ( R < 0.35 ) texture { Rust rotate y*(rand(Rng1)*133)} #if ( R < 0.35 ) texture { Rust scale 3.33
rotate y*(rand(Rng1)*273) }
#elseif ( R < 0.50 ) texture { T_Gold_5A } #elseif ( R < 0.50 ) texture { T_Gold_5A }
#elseif ( R < 0.80 ) texture { Aluminum } #elseif ( R < 0.80 ) texture { Aluminum }
#else texture { T_Gold_3C } #else texture { T_Gold_3C }
@@ -89,7 +90,7 @@ union {
object { HS_element_pointe () object { HS_element_pointe ()
translate <0, Ty*1.16, Tz*1.16> } translate <0, Ty*1.16, Tz*1.16> }
object { HS_element_queue () object { HS_element_queue ()
translate <0, Ty, Tz> } translate <0, Ty*0.80, Tz> }
} }
#end // end for #end // end for
object { HS_element_central () } object { HS_element_central () }

View File

@@ -17,14 +17,14 @@ object { Le_Decor }
// object { Repere translate <10, 1, 10> } // 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 { camera {
location LOC location LOC
look_at LAT look_at LAT
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 18 + 2.72*NormClock angle 20 + 2.87*NormClock
} }

View File

@@ -51,7 +51,7 @@ union {
} }
// ======================================================= // =======================================================
#local RO = 5.29; #local RO = 5.39;
#local CK = NormClock * 13.37; #local CK = NormClock * 13.37;
#declare PosX = RO * sin(CK); #declare PosX = RO * sin(CK);
@@ -71,7 +71,7 @@ object { HexaCone ()
#declare PosY = 0; #declare PosY = 0;
#declare PosZ = RO * cos(CK+3.23); #declare PosZ = RO * cos(CK+3.23);
object { Trident_A () object { Trident_A ()
rotate x*clock rotate <clock*1.3, 0, clock*0.7>
rotate y*CK*99.22 translate <PosX, PosY, PosZ> rotate y*CK*99.22 translate <PosX, PosY, PosZ>
} }
@@ -83,11 +83,11 @@ object { HexaStar
} }
object { Planete rotate (-clock*0.31)*y } object { Planete rotate (-clock*0.31)*y }
light_source { <23, 8, 15>, rgb <0.77, 0.79, 0.80> } light_source { <23, 10, 15>, rgb <0.77, 0.79, 0.80> }
// ------------------------------------------------------------- // -------------------------------------------------------------
camera { camera {
location <9+NormClock, 1.60+(8.6*NormClock), 11.59> location <9+NormClock, 1.60+(9.8*NormClock), 11.59>
look_at <0.0, 0.0, 0> look_at <0.0, 0.0, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
#if (0) #if (0)

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

@@ -33,10 +33,10 @@ object { Le_Decor }
// object { Repere scale 3 translate <SzSol, 2, SzSol> } // object { Repere scale 3 translate <SzSol, 2, SzSol> }
#local DistCam = 440 + (12 * NormClock); #local DistCam = 460 + (16 * NormClock);
#local CK = -1.101 - (0.042 * NormClock); #local CK = -1.71 - (0.039 * NormClock);
#declare CamX = DistCam * sin(CK); #declare CamX = DistCam * sin(CK);
#declare CamY = 28; #declare CamY = 28 + NormClock;
#declare CamZ = DistCam * cos(CK); #declare CamZ = DistCam * cos(CK);
camera { camera {
@@ -46,5 +46,5 @@ camera {
// focal_point <2, 1, 12> // focal_point <2, 1, 12>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 3.6 angle 3.5
} }

View File

@@ -1,6 +1,7 @@
/* /*
* H E X A C O N E - S C E N E * H E X A C O N E - S C E N E
* nouveau projet Thu Dec 5 11:37:05 AM UTC 2024 * nouveau projet Thu Dec 5 11:37:05 AM UTC 2024
* The first one...
*/ */
#version 3.7; #version 3.7;
@@ -14,17 +15,17 @@
object { Le_Decor } object { Le_Decor }
#declare CK = 144 + (clock * 0.27); #declare CK = 144 + (clock * 0.25);
#declare Dcam = 3.75; #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 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 { camera {
location <CamX, 1.97, CamZ> 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> right <image_width/image_height, 0, 0>
// focal_point Lat // focal_point Lat
// aperture 0.046 // aperture 0.046

View File

@@ -16,11 +16,11 @@ object { Le_Decor }
// ======================================================= // =======================================================
#declare Debut = <-33, 89, 289> ; #declare Debut = <-33, 89, 289> ;
#declare Fin = < 36, 81, -2> ; #declare Fin = < 36, 78, -2> ;
#declare Pos = sqrt(NormClock); #declare Pos = sqrt(NormClock);
#declare PosCam = Interpolate(Debut, Fin, Pos); #declare PosCam = Interpolate(Debut, Fin, Pos);
#declare LatX = 0.414 * sin(NormClock*6.1); #declare LatX = 0.614 * sin(NormClock*11.27);
#declare LatZ = -(150 + (7*NormClock)); #declare LatZ = -(150 + (7*NormClock));
#declare LatCam = PosCam + <LatX, -95, LatZ>; #declare LatCam = PosCam + <LatX, -95, LatZ>;
@@ -30,6 +30,6 @@ camera {
location PosCam location PosCam
look_at LatCam look_at LatCam
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
angle 66 angle 64
} }

View File

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

View File

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

View File

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

View File

@@ -41,11 +41,11 @@ local NBRE=78
convert "WS/negatif.png" \ convert "WS/negatif.png" \
-gravity north \ -gravity north \
-font $FONTE \ -font $FONTE \
-pointsize 100 \ -pointsize 108 \
-kerning 8 \ -kerning 8 \
-fill $TEXTCOL \ -fill $TEXTCOL \
-strokewidth 2 -stroke $STROKOL \ -strokewidth 3 -stroke $STROKOL \
-annotate +0+530 "$1" \ -annotate +0+330 "$1" \
${INTER} ${INTER}
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
@@ -80,7 +80,7 @@ local NBRE=300
local SRC="frames/hexacone/00199.png" local SRC="frames/hexacone/00199.png"
local GRAY="/dev/shm/tmp-titre.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) for foo in $(seq 0 $NBRE)
do do
@@ -107,9 +107,9 @@ local NBRE=180
datetime=$(LANG=fr date -u +"%Y/%m/%d %H:%M") 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/00399.png" local SRC="frames/patrouille/00165.png"
local GRAY="/dev/shm/tmp-titre.png" local GRAY="/dev/shm/tmp-fin.png"
convert -colorspace gray -colors 33 $SRC $GRAY convert -colorspace gray -colors 90 $SRC $GRAY
for foo in $(seq 0 $NBRE) for foo in $(seq 0 $NBRE)
do do
@@ -130,6 +130,7 @@ do
${TMP} ${TMP}
# identify ${TMP} # identify ${TMP}
copy_a_file ${TMP} copy_a_file ${TMP}
printf "." printf "."
done done
echo echo
@@ -146,6 +147,7 @@ linkfarm approche
linkfarm hexacone linkfarm hexacone
linkfarm remote linkfarm remote
linkfarm hexabenz linkfarm hexabenz
linkfarm patrouille # new St Valentine 2026
linkfarm hexawood linkfarm hexawood
linkfarm escadrille linkfarm escadrille
linkfarm survol linkfarm survol

View File

@@ -40,7 +40,7 @@ do
fi fi
set -e set -e
sqn=$(echo ${SEQNAME} | tr [a-z] [A-Z]) sqn=$(echo ${SEQNAME} | tr [a-z] [A-Z])
txt=$(printf "%s %03d" ${sqn} ${frame} | \ txt=$(printf "%s %03d" ${sqn} ${frame} | \
tr '01' 'ol') tr '01' 'ol')
# echo $frame $img $txt # echo $frame $img $txt
convert ${TMPIMG} \ convert ${TMPIMG} \
@@ -49,7 +49,7 @@ do
-kerning 3 \ -kerning 3 \
-fill ${TEXTCOL} \ -fill ${TEXTCOL} \
-strokewidth 2 -stroke $STROKOL \ -strokewidth 2 -stroke $STROKOL \
-gravity north \ -gravity south \
-annotate +0+5 "$txt" \ -annotate +0+5 "$txt" \
${img} ${img}
fin=$(date +%s) fin=$(date +%s)

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

@@ -10,24 +10,18 @@
#declare NO_DYNAMIC = 0; #declare NO_DYNAMIC = 0;
#include "all.inc" #include "all.inc"
/*
/* XXX * XXX
#declare TrX = 1.84 * sqrt(NormClock); * why this two moving hexathings are not in "dynamic.inc" ?
#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 }
*/
object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> } object { HexaCone () rotate z*9.1 translate <7, 3+NormClock, -8> }
object { HexaBenz () translate <-9+NormClock, 2, -6> } object { HexaBenz () translate <-9+NormClock, 2, -6> }
/* /*
* nouveau 11 fevrier 2025 * nouveau 11 fevrier 2025
*/ */
#declare A = <-24, -0.9, (SzSol/2)+9>; #declare A = <-29, -0.5, (SzSol/2)+9>;
#declare B = < 33, -0.7, (SzSol/2)+7>; #declare B = < 36, -0.7, (SzSol/2)+7>;
#declare P = Interpolate(A, B, NormClock); #declare P = Interpolate(A, B, NormClock);
object { HexaWood translate P } object { HexaWood translate P }
@@ -35,15 +29,15 @@ object { HexaWood translate P }
object { Le_Decor } 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); #declare LatY = -4 + ( 2.12 * NormClock);
camera { camera {
location <-3.60, CamY, 10.09> location <-3.60, CamY, 10.09>
look_at <0, LatY, 0> look_at <0.6, LatY, 0>
right <image_width/image_height, 0, 0> right <image_width/image_height, 0, 0>
// focal_point <2, 1, 12> // focal_point <2, 1, 12>
// aperture 0.046 // aperture 0.046
// blur_samples 30 // blur_samples 30
angle 45 + (63*NormClock) angle 45 + (65*NormClock)
} }

View File

@@ -16,13 +16,19 @@ object { Le_Decor }
// object { Repere scale 2 } // object { Repere scale 2 }
#declare CK = 0.8 - (NormClock * 0.71); #declare CK = 0.8 - (NormClock * 0.71);
#declare DX_cam = 6.9 * cos(CK); #if (NormClock < 0.5000)
#declare DZ_cam = 5.4 * sin(CK); #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; #declare Loc_cam = <DX_cam, 1.0, DZ_cam> + Pos_RedB_2;
camera { camera {
location Loc_cam 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> right <image_width/image_height, 0, 0>
// focal_point <0.37, 0.0, 0> // focal_point <0.37, 0.0, 0>

View File

@@ -13,33 +13,48 @@
difference { difference {
#local RA = V * R_hole * 1.004; #local RA = V * R_hole * 1.004;
#local RB = V * R_hole * 0.996; #local RB = V * R_hole * 0.996;
cylinder { 0, y*0.42, RA } #local HB_H = 0.53;
cylinder { 0, y*HB_H, RA }
cylinder { -y, y*2, RB } cylinder { -y, y*2, RB }
#for (foo, 0, 179, 6) #for (foo, 0, 179, 4)
cylinder { cylinder {
<-20, 0, 0>, < 20, 0, 0>, 0.07 <-20, 0, 0>, < 20, 0, 0>, 0.075
scale <1, 2, 1> translate y*0.21 scale <1, 2.2, 1> translate y*(HB_H/2)
rotate y*foo rotate y*foo
} }
#end // for #end // for
#local R = rand(Rng1); #local R = rand(Rng1);
#if (R < 0.42) texture { LeGris } #if (R < 0.42) texture { LeGris }
#else texture { T_Beton_1 } #elseif (R < 0.64) texture { T_Beton_2 }
#else texture { T_Beton_1 }
#end #end
} }
#end #end
/* --------------------------------------------------------------- */ /* --------------------------------------------------------------- */
#macro HoleBorder_B (V) #macro HoleBorder_B (V)
union { union {
#local Ra = R_hole * 1.02; #local Ra = V * R_hole * 1.02;
#local Rb = 0.04; #local Rb = 0.028;
torus { Ra, Rb texture { tPlasticBlue } #local KY = 0.21;
translate y*0.50 } torus { Ra, Rb texture { T_Beton_2 } translate y*KY }
torus { Ra, Rb texture { T_WIP_color } torus { Ra, Rb texture { T_WIP_color } translate y*(KY*2) }
translate y*0.80 } torus { Ra, Rb texture { T_WIP_dents } translate y*(KY*3) }
torus { Ra, Rb texture { T_WIP_dents }
translate y*1.10 } #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 #end
/* =============================================================== */ /* =============================================================== */
/* /*
@@ -48,8 +63,8 @@ union {
#declare Patrouille = object #declare Patrouille = object
{ {
union { union {
#local EX = 2.4; #local EX = 1.9;
#local EZ = 2.1 + (0.5*sin(NormClock*2)); #local EZ = 2.0 + (0.5*sin(NormClock*2));
object { Trident_A () rotate x*87 } object { Trident_A () rotate x*87 }
object { HexaBenz () translate <-EX, 0, -EZ> } object { HexaBenz () translate <-EX, 0, -EZ> }
object { HexaCone () translate < EX, -0.4, -EZ> } object { HexaCone () translate < EX, -0.4, -EZ> }