// Set either u_factor or v_factor to -1 (which negates the U- or v-values for the bumpmap) to see the problem #declare u_factor=-1; #declare v_factor=1; // rendered at 1223 by 697 camera { location <62.153965, 60.0, 249.138901> up <0.0, 1.0, 0.0> right <-1.754663, 0.0, 0.0> look_at <45.090450, 60.0, 150.605469> angle 72.019694 } global_settings { ambient_light rgb<0.72, 0.72, 0.72> } light_source { < -11.367086, 80.0, 16.717508 >, rgb <0.75, 0.75, 0.75>} #declare BUMP_MAT = texture { pigment { color rgb<1.0, 0.976471, 0.854902> } finish { ambient 0.8 diffuse 0.5 specular 0.3 roughness 0.12 reflection 0.0} normal { uv_mapping bump_map { jpeg "bump_pyramids.jpg" interpolate 2 use_color } bump_size 5.0 no_bump_scale } } mesh { triangle { < -135.0, 97.125, 9.0 >, < 98.0, 97.125, 9.0 >, < 98.0, 0.0, 9.0 > uv_vectors texture { BUMP_MAT } } triangle { < -135.0, 97.125, 9.0 >, < 98.0, 0.0, 9.0 >, < -135.0, 0.0, 9.0 > uv_vectors texture { BUMP_MAT } } }