Mapping coordinates specify how a map is placed, oriented, and scaled onto geometry.
Mapping coordinates are often specified in terms of U, V, and W, where U is the horizontal dimension, V is the vertical dimension, and W is the optional third dimension, specifying depth.
In general, geometric primitives have mapping coordinates applied by default, but surface objects such as Editable Poly and Editable Mesh require you to add mapping coordinates to them.
If you apply a material with maps to an object that has no mapping coordinates, the renderer displays a warning. See Missing Map Coordinates Dialog.
3ds Max provides a number of ways to generate mapping coordinates:
Mapping coordinates require additional memory, so turn the option off if you don't need them.
Decoration on the vase is a map positioned by rotating the UVW Map Modifier gizmo.
Set an appropriate projection type for the geometry:
There are three cases where you you can apply a map without specifying the mapping coordinates:
These use an environmental mapping system, in which the placement of the map is based on the rendered view, and fixed to the world coordinates of the scene.
These are procedurally generated, based on the local axis of the object.
Each facet of the geometry is mapped individually.
You can specify face mapping for the Standard material (see Shader Basic Parameters Rollout), Raytrace material (see Raytrace Basic Parameters Rollout), and Ink ‘n Paint material.