







PHISPHERE
Issues with Current Primitive Spheres
UV Spheres have poles. Ico Spheres have triangular distortion. This creates polar pinching, wasted texture space, and uneven displacement.
UV Spheres are created with Segments and Rings. Ico Spheres are created with Subdivisions. This prevents full control over the vertex count, as it steps up in bands, which becomes an issue when a precise number is needed e.g. using morph targets, custom scripts, or particle-based work.
New Primitive Sphere
Phi Sphere avoids these issues; the Fibonacci distribution spaces each vertex in a mathematically uniform pattern, so the polygon count can be specified to an exact number of vertices, and is therefore suited to multi-resolution sculpting, vector displacement, and similar surface-sensitive work.
KEY FEATURES
For use on an unlimited number of commercial projects with no limits on sales or views.
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