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UVW mapping

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(February 2010)

UVW mapping is a mathematical technique forcoordinate mapping.[1] Incomputer graphics, it most commonly maps an object's surface inR2{\displaystyle \mathbb {R} ^{2}} to a solid texture with UVW coordinates inR3{\displaystyle \mathbb {R} ^{3}}, in contrast toUV mapping, which maps surfaces inR2{\displaystyle \mathbb {R} ^{2}} to an image with UV coordinates inR2{\displaystyle \mathbb {R} ^{2}}. The UVW mapping is suitable for painting an object's surface based on a solid texture. This allows a marble texture to wrap a vase to appear as if it were carved from actual marble. "UVW", like the standardCartesian coordinate system, has three dimensions; the third dimension allows texture maps to wrap in complex ways onto irregular surfaces. Each point in a UVW map corresponds to a point on the surface of the object. The graphic designer or programmer generates the specific mathematical function to implement the map, so that points on the texture are assigned to (XYZ) points on the target surface. Generally speaking, the more orderly the unwrapped polygons are, the easier it is for thetexture artist to paint features onto the texture. Once the texture is finished, all that has to be done is to wrap the UVW map back onto the object, projecting the texture in a way that is far more flexible and advanced, preventinggraphic artifacts that accompany more simplistic texture mappings such asplanar projection. For this reason, UVW mapping is commonly used to texture map non-platonic solids, non-geometric primitives, and other irregularly shaped objects, such ascharacters andfurniture.

References

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  1. ^"3ds Max 2018: Mastering UVW Mapping".APEX | The College of Wooster. 2017-11-17. Retrieved2024-11-08.

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