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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] galaxynetcom> 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?
>
>
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