Unity generated lightmap UVs confusion

Software: Unity 2021.3.2f1

While the model import settings > ‘Generate Lightmap UVs’ tool-tip says:

“Generate lightmap UVs into UV2

The UV channel annotation in editor is 1-based rather than 0-based, so, in the shader graph, you may think you got access to your mesh’s original, uv1 channel, but it’s actually overridden by by a lightmap UV.

Python for 3ds max – Create Objects

Software:
3ds Max 2019

Untitled-1.jpg

from MaxPlus import ClassIds
from MaxPlus import Point3
import random

# Define Sphere geometry object:
sphere_obj = Factory.CreateGeomObject(ClassIds.Sphere)
sphere_obj.ParameterBlock.Radius.Value = 5
sphere_obj.ParameterBlock.Segs.Value = 64

# Create a list of 10 sphere instanced objects:
spheres = []
for i in range(10):
    spheres.append(Factory.CreateNode(sphere_obj))

# Move spheres to random positions
for s in spheres:
    s.SetLocalPosition(Point3( random.randint(-50,50),
                               random.randint(-50,50),
                               random.randint(-50,50)))
    scale = 5.0 * (random.randint(30,100)/100.0)
    s.SetLocalScale(Point3(scale,scale,scale))

* note that when copying and pasting a script from this example, the indentation may not be pasted correctly.