pfeueue...

This commit is contained in:
le vieux 2021-03-23 09:55:20 +01:00
parent 40f7b689db
commit 2a983b8335
9 changed files with 52 additions and 22 deletions

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@ -5,3 +5,8 @@ Un très très vieux projet POVray qui revient dans le triste monde de 2021.
http://la.buvette.org/POV/jouets/
https://git.tetalab.org/tTh/PovJouets
## TODO
- bien revoir la hiérarchie des includes
- définir un jeu de textures cohérent

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@ -18,10 +18,7 @@ union {
cylinder { <0, 4.5, 9.75>, <0, 4.5, 12>, .8 }
}
translate y*6
texture {
pigment { color Green }
finish { phong 0.5 }
}
texture { Vert_Train_1 }
}
//-----------------------------------------------------------------

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@ -3,6 +3,9 @@
* Une citerne de St Chinian
*/
//-----------------------------------------------------------------
#include "incs/constantes.inc"
#declare Diam_Citerne = 4.6;
#declare Epp_Cerclage = 0.233;
#declare Diam_Cerclage = (Diam_Citerne+Epp_Cerclage);
@ -40,11 +43,8 @@ union {
}
}
scale <1, 0.882, 1>
translate y*10.7
texture {
pigment { color rgb <0.96, 0.25, 0.2> }
finish { phong 0.6 }
}
translate y*10.7 // ???
texture { Rouge_Train_1 }
}
//-----------------------------------------------------------------

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@ -5,7 +5,7 @@
#ifdef(Jouets_Constantes)
// do nothing
#error "constantes deja definies\n"
#warning "*** constantes deja definies\n"
#else
#declare Jouets_Constantes=version;
@ -23,6 +23,23 @@
/* ------------------------------------------------------------ */
/* il nous faut quelques textures 'standards' */
#declare Vert_Train_1 = texture
{
// pour la benne
pigment { color Green }
normal { bumps 0.33 scale 0.42 }
finish { phong 0.5 }
}
#declare Rouge_Train_1 = texture
{
// pour la citerne
pigment { color rgb <0.96, 0.25, 0.2> }
normal { bumps 0.33 scale 0.42 }
finish { phong 0.5 }
}
/* ------------------------------------------------------------ */
#end // #ifdef

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@ -19,7 +19,7 @@ texture {
pigment { color MediumWood }
finish { roughness .83 }
}
translate y*5.75
translate y*5.85
}
/* avant et arriere */

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@ -14,7 +14,7 @@
#declare Texture_Chassis = texture
{
pigment { color Yellow }
finish { phong 0.6 ambient 0.4 }
finish { phong 0.5 ambient 0.4 }
}
//-----------------------------------------------------------------
@ -105,7 +105,7 @@ union {
#declare Chassis_Court = object
{
union {
box { <-3.5, 0, -12>, <3.5, 2, 12> }
box { <-3.5, 0.2, -12>, <3.5, 1.8, 12> }
box { <-3.6, 0.7, -12.5>, <3.6, 1.3, 12.5> }
}
translate y*4.1
@ -115,7 +115,7 @@ texture { Texture_Chassis }
#declare Chassis_Long = object
{
union {
box { <-3.5, 0, -15.5>, <3.5, 2, 15.5> }
box { <-3.5, 0.2, -15.5>, <3.5, 1.8, 15.5> }
box { <-4, 0.5, -16>, <4, 1.5, 16> }
}
translate y*4.1

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@ -4,8 +4,10 @@
*/
/*------------------------------------------------------------------*/
#declare R_monde = 290; /* le rayon du monde */
cylinder {
<0, -0.2, 0>, 0, 400
<0, -0.2, 0>, 0, R_monde
pigment {
image_map {
png "picz/plancher.png" interpolate 2
@ -16,6 +18,14 @@ cylinder {
}
}
#for (foo, 0, 360, 1)
#local R2 = R_monde - 1.5;
#local xpos = R2 * sin(radians(foo));
#local zpos = R2 * cos(radians(foo));
cylinder { <0, 0, 0>, <0, 5, 0>, 0.40 pigment { color Blue }
translate <xpos, 0, zpos> }
#end
sky_sphere {
pigment
{

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@ -3,8 +3,8 @@
SPOOL="$HOME/TMP"
mkdir "$SPOOL"
NBRE=279
POVOPT=" -w768 -h576 +q9 +a -d "
NBRE=599
POVOPT=" -w1280 -h960 +q9 -a -d "
SRCFILE="train.pov"
for idx in $(seq 0 $NBRE)
@ -13,7 +13,7 @@ do
outfile=$(printf "%s/%04d.png" $SPOOL $idx)
horloge=$(echo "$idx / $NBRE" | bc -l)
printf "%-20s %.3f\n" $outfile $horloge
printf "%-20s %.4f\n" $outfile $horloge
povray -i${SRCFILE} ${POVOPT} -K${horloge} -o${outfile}
@ -21,6 +21,6 @@ done
ffmpeg -nostdin \
-loglevel error \
-y -r 30 -f image2 -i $SPOOL/%04d.png \
-y -r 25 -f image2 -i $SPOOL/%04d.png \
-c:v libx264 -pix_fmt yuv420p \
$SPOOL/foo.mp4

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@ -45,12 +45,13 @@ union
object { Locomotive_Vapeur translate <0, 2, -52> }
object { Wagon_Citerne translate <0, 2, -21> }
object { Wagon_Benne translate <0, 2, 6> }
object { Wagon_Ridelles translate <0, 2, 41> }
object { Wagon_Ridelles translate <0, 2, 35> }
#local XS = 60;
object { Trois_rails translate x*XS }
#local DZ = 60 - (clock*33);
#local K = Cos_01(clock);
#local DZ = 50 - (K * 85);
object { Train_Electric translate <XS, 0, DZ> }
}
@ -68,7 +69,7 @@ camera
{
location <260, 38, 25>
right image_width/image_height*x
look_at <0, 3, 10>
look_at <0, 3, -10>
angle ANGLE_CAM
}