No.3 is definitely possible. Reflection vector->transform tangent to world->dot product with a world space vector->clamp to 0.0 to 1.0->multiply by the colour you want->emissive. It's basically lighting. If you're talking about doing this in Max or something, just stick a light source to the right and bake a lightmap,…
I couldn't see an obvious way to find the object space normal in the UDK material editor - I put together a rough spherical environment map material yesterday (I'm not allowed to use cubemaps and have some panoramas mapped to UVspheres) and the only thing I could find was to take the reflection vector and run it through a…
I'm not sure reflection is the right one to use now I've looked into it more thoroughly after Xolihul's message. It appears to be distorted at the edges - the normal used for specular lighting. (averaged between surface normal and surface-eye normal?) If you're using no normal maps feed a 0, 0, 1 vector into the transform…