#declare SphPos=z*3; #declare LPos=y*20+x*30; #declare TexTrans = transform { scale 2 translate vnormalize(LPos-SphPos) } #declare Tex1=texture { pigment {checker color rgb 1, color rgb <0,0,1>} finish {ambient 1 } scale 0.1 } #declare Tex2=texture { pigment {checker color rgb 0, color rgb <1,1,0>} finish {ambient 1 } scale 0.1 } #declare Tex=texture { gradient vnormalize(SphPos-LPos) texture_map { [0.4 Tex1 transform {TexTrans inverse}] [0.6 Tex2 transform {TexTrans inverse}] } transform {TexTrans} } sphere { 0,1 texture {Tex} translate SphPos }