PhiSphere

Ocelot VFX in Modeling


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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

Clean Workflow

Behaves just like any other primitive, found in the same Add Mesh menu.

Scaling

Point count is adjustable after creation via the Adjust Last Operation menu, with the distribution recalculating in real-time.

Shading & Dome Split

Smooth shading and a hemisphere-based split are handled within the same operator, requiring no modifiers or separate menu interactions. 

Noise

Scale and depth sliders dial in organic surface asymmetry directly, baked into the mesh with no modifier stack needed. 

Auto UV-Unwrap

Automatically generates clean, evenly packed UVs, using consistent surface mapping with maximum texel density.


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Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 25% of product price

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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published about 3 hours ago
Blender Version 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL