From [pov:6.9.4]:
The sky sphere is used create a realistic sky background without the need of an additional sphere to simulate the sky. Its syntax is:
SKY_SPHERE: sky_sphere { [SKY_SPHERE_IDENTIFIER] [SKY_SPHERE_ITEMS...] } SKY_SPHERE_ITEM: PIGMENT | TRANSFORMATION
The sky sphere can contain several pigment layers with the last pigment being at the top, i.e. it is evaluated last, and the first pigment being at the bottom, i.e. it is evaluated first. If the upper layers contain filtering and/or transmitting components lower layers will shine through. If not lower layers will be invisible.
The sky sphere is calculated by using the direction vector as the parameter for evaluating the pigment patterns. This leads to results independent from the view point which pretty good models a real sky where the distance to the sky is much larger than the distances between visible objects.
If you want to add a nice color blend to your background you can easily do this by using the following example.
sky_sphere { pigment { gradient y color_map { [ 0.5 color CornflowerBlue ] [ 1.0 color MidnightBlue ] } scale 2 translate -1 } }
This gives a soft blend from CornflowerBlue at the horizon to MidnightBlue at the zenith. The scale and translate operations are used to map the direction vector values, which lie in the range from -1, -1, -1 to 1, 1, 1, onto the range from 0, 0, 0 to 1, 1, 1. Thus a repetition of the color blend is avoided for parts of the sky below the horizon.
Andreas Kriegl 2003-07-23