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Nathan Kopp <Nat### [at] Kopp com> wrote:
> With a bi-cubic patch, gradient x doesn't go in the 'z' direction, but
> in the 'u' direction. It just happens that in your scene, the surface
> 'u' direction is in the world 'z' direction.
>
> The surface of an object is only 2 dimensional, whereas textures in POV
> are 3 dimensional. At some point, only one slice of the 3d texture can
> be mapped to the 2d surface coordinates.
>
> You can use the XZ plane of a texture if you want to: you simply have to
> rotate the texture so that the XZ plane lies in the XY plane.
>
> rotate 90*x // this should do the trick
>
> -Nathan
Thanks for the explanation. It finally makes sense.
Obviously not a bug :-) .
-smellenbergh
--
e-mail:sme### [at] skynet be
http://users.skynet.be/smellenbergh
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