Sorry,my bad.Should have given a definition of my use of the term origin
in this context.(One of the major mistakes in discussions generally,at least
in my opinion.)
By origin i mean the point where the axises meet,which is by default 0 0 0,
as far as i
understand.So when you want to apply that kind of coloring/dis-
placement to ,for example,a sphere with a radius of 1 that is sitting on the
ground you have to set the spheres y-axis position to 1
also.Now the point
referred to as the origin of the PF array is still on the 0 0 0 point thats on
the surface of the planet.The transform shader allows you to move the
origin of the PF array to the required height of 1 on the y-axis,so that it is
visible at the center of the sphere(on its surface).Of course you have to adjust
the camera position accordingly,if you move that point around.
It's kind of confusing,isn't it? Even more so if you have to write about it in a
language that's not your native one.
Jochen
PS:if you rather want an example file instead of the blahblah let me know.