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le message de news:43a19d67$1@news.povray.org...
>
> You'd have to integrate some variables to keep track where the camera is
and
> translate the sphere accordingly. If you scale the sphere, you'd have to
> reverse-scale the textures (I think, untested, but that's what often
happens
> to me, depending on the approach), but aside of that, there isn't much to
be
> found which would be impossible for POV-SDL (just the time required to do
it
> is a nuisance sometimes :-).
>
> Regards,
> Tim
>
The use of pigment_pattern for the texture_map allows independent pattern
and textures transformations
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
// ----------------------------------------
#declare Cam_loc=<0.0, 1, -4.0>; // Camera location declaration
camera {
location Cam_loc
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
#declare Texture0 = texture {
pigment {
checker
color rgb 1
color rgb <1.0, 0.0, 0.0>
}
}
#declare Texture1 = texture { pigment {
checker
color rgb 1
color rgb <0.0, 0.0, 1.0>
}
}
//*********************************************************** Here begins
the texture
#declare T_distance =
texture
{
pigment_pattern
{
spherical
/*
color_map { [ 0.0 rgb 0 ] [ 1.0 rgb 1 ]} //optional
colormap
*/
scale 100 //scale as needed
translate Cam_loc //pre declared Camera location
}
texture_map
{
[0.0 Texture0]
[1.0 Texture1]
}
}
plane {
y, -1
texture{T_distance}}
sphere { // reflective sphere
0.0, 1
texture {
pigment {
color rgb <0.8,0.8,1.0>
}
finish{
diffuse 0.3
ambient 0.0
specular 0.6
reflection {
0.8
metallic
}
conserve_energy
}
}
}
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