The Sphere SOP generates spherical objects of different geometry types. It is capable of creating non-uniform scalable spheres of all geometry types.
If an input is provided, the sphere's radius is automatically determined as a function of the input's bounding geometry.
/type - Select from the following types. For information on the different types, see the Geometry category articles. Depending on the primitive type chosen, some SOP options may not apply.
- Primitive -
- Polygon -
- Mesh -
- NURBS -
- Bezier -
/surftype - This option is used to select the type of surface, when using a Mesh Primitive Type.
- Rows - Creates horizontal lines.
- Columns - Creates vertical lines.
- Rows & Cols - Both Rows and Columns. Looks like Quads in wire frame display, but all polygons are open (if the primitive type is polygon).
- Triangles - Build the grid with Triangles.
- Quadrilaterals - Generates sides composed of quadrilaterals (default).
- Alternating Triangles - Generates triangles that are opposed; similar to the Triangles option.
/radx /rady /radz - The radius of the sphere in X, Y and Z.
/tx /ty /tz - Offset of sphere center from object center.
/orient - Determines axis for sphere. Poles of sphere align with orientation axis.
/freq - This controls the level of polygons used to create the sphere, when using the Polygon Primitive Type.
Rows / Columns
/rows /cols - Number of rows and columns in a sphere when using the mesh, imperfect NURBS and imperfect Bzier.
U / V Order
/orderu /orderv - If a spline curve is selected, it is built at this order for U and V.
/imperfect - This option applies only to Bzier and NURBS spheres. If selected, the spheres are approximated nonrational curves, otherwise they are perfect rational curves.
Unique Points Per Pole
/upole - Applies to Mesh, NURBS and Bzier surfaces only. This option determines whether points at the poles are shared or are individual to the columns.
/accurate - If the SOP is being used to generate a bounding sphere for it's input geometry, this parameter tells the SOP to use a more accurate (but slower) bounding sphere calculation.
/texture - Adds UV texture coordinates to the sphere.
- Off - No UV coordinates added to surface.
- Natural - Adds vertex UV coordinates.
Primitive, Polygon, Mesh, NURBS, Bzier.