<P> UV mapping may use repeating textures, or an injective' unique' mapping as a prerequisite for baking . </P> <P> For any point P (\ displaystyle P) on the sphere, calculate d ^ (\ displaystyle (\ hat (d))), that being the unit vector from P (\ displaystyle P) to the sphere's origin . </P> <P> Assuming that the sphere's poles are aligned with the Y axis, UV coordinates in the range (0, 1) (\ displaystyle (0, 1)) can then be calculated as follows: </P> <P> u = 0.5 + arctan ⁡ 2 (d z, d x) 2 π (\ displaystyle u = 0.5 + (\ frac (\ arctan 2 (d_ (z), d_ (x))) (2 \ pi))) </P>

What does uvw stand for in 3ds max