*Sphere Projection* uses the [Spherical coordinate system][1]: - *radial distance* $r$ (or $ρ$) is not used, because it’s a projection, - *azimuth* $\varphi$ (also known as a [polar coordinate][2]) is translated to $x$ in the texture, - *inclination* (*elevation*) $θ$ is translated to $y$ in the texture. [![][3]][3] There are some [aliasing][4] problems visible on the azimuth seam and from far away in the *Difference* blending, and even when zooming some differences can still be spotted – maybe the algorithm could be improved by e.g. changing the orders of calculations, so the float errors are reduced? [![][5]][5] In geometry nodes you don’t have the *Generated* coordinate system, but you don’t need it, and in fact, using the *Object* coordinate system is simpler, because you can remove the first *Vector Math*, which makes sure the center of sphere is in the origin: [![][6]][6] [![][7]][7] [<img src="https://blend-exchange.com/embedImage.png?bid=XsL74JDD" />](https://blend-exchange.com/b/XsL74JDD/) [1]: https://en.wikipedia.org/wiki/Spherical_coordinate_system [2]: https://en.wikipedia.org/wiki/Polar_coordinate_system [3]: https://i.sstatic.net/2tqtF.png [4]: https://en.wikipedia.org/wiki/Aliasing [5]: https://i.sstatic.net/CAbIn.gif [6]: https://i.sstatic.net/hryXn.png [7]: https://i.sstatic.net/jgOHt.gif