|  |  | Sounds like 'irid' but even if it could do this it wouldn't be
controllable I believe.
Multiple reflection vectors combined using a 'texture_map', offset
from each other like so:
#declare NorthReflectionColor=
 texture {pigment {rgbf 1} finish {reflection <0,0,1>}}
#declare EastReflectionColor=
 texture {pigment {rgbf 1} finish {reflection <0,1,1>}}
#declare SouthReflectionColor=
 texture {pigment {rgbf 1} finish {reflection <1,0,0>}}
#declare WestReflectionColor=
 texture {pigment {rgbf 1} finish {reflection <1,1,0>}}
sphere {0,1
 texture {radial frequency 1 texture_map {
   [0 NorthReflectionColor]
   [.25 NorthReflectionColor]
   [.25 EastReflectionColor]
   [.5 EastReflectionColor]
   [.5 SouthReflectionColor]
   [.75 SouthReflectionColor]
   [.75 WestReflectionColor]
   [1 WestReflectionColor]
  } }
}
Of course this has nothing to do with camera placement aside from the
fact you will see each quarter section of a sphere reflecting a
different color of the surrounding scene.
Bob
David Vincent-Jones <geo### [at] galaxynet com> wrote in message
news:37e12220@news.povray.org...
> I would like to create an illuminated globe that changes colour
depending on
> the X/Z view position.
> Viewed from the 'north' it would appear blue for instance but as I
move a
> sharp colour change would signify the angular displacement of the
camera
> around the object.
> Any ideas out there?
>
>Post a reply to this message
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