I am longtime user, but I never figured out how KS defines what is the X and Y directions on texture maps. When I use an Anisotropic material I have to rely on trial and error to fin out which value/direction needs to be more reflective.
I know that X is the horizontal screen space in the HDRI Editor, but ho does this translate into the texture space?
THEN - to make it more complicated: How do X and Y translate into RADIAL anisotropic reflection?
I would be very grateful if this “secret” gets solved for me!