--- title: "Object Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/OSPHERE-ID_OBJECTPROPERTIES.html" section_path: "Create Menu > Mesh > Sphere Object > Object Properties" element_id: "OSPHERE" group_id: "ID_OBJECTPROPERTIES" description: "This value defines the number of surfaces and subdivisions on the object." --- ## Object Properties ### Radius Parameter ID: `PRIM_SPHERE_RAD` · Range: [0..+∞m] Use this value to define the size of the sphere. ### Segments Parameter ID: `PRIM_SPHERE_SUB` · Range: [3..1000] This value defines the number of surfaces and subdivisions on the object. ![Image: 001406.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/001406.jpg)\ Here you can see standard spheres with different segment settings. The rounding of the shape and the surface density can be individually adjusted. ### Type Parameter ID: `PRIM_SPHERE_TYPE` Use this option from the drop-down menu to define which surfaces should be used to create a sphere and how they should be arranged. For example, with the **Standard** setting, the spherical shell will be made up of triangles and squares, with the **Hexahedron** made up only of squares and **Ikosahedron** only of triangles. Please note that this selection is no longer relevant if **Perfect Sphere** is activated at the same time. Polygons are then no longer used during rendering, but a perfectly smooth and rounded sphere will always be displayed. ### Render Perfect Parameter ID: `PRIM_SPHERE_PERFECT` If you activate this option, a perfectly smooth and rounded sphere will always be displayed during the image calculation, regardless of the **Segments setting**, provided the sphere has not been distorted or deformed. In addition, a **Perfect Sphere** can be calculated very quickly - faster than a sphere made up of surfaces. In this case, the **Segments setting** is only used for the editor display or if you convert the basic sphere object to a polygon object (e.g., using the `C` key). > **Tip:** Note:The **Perfect Sphere** is currently not supported by Redshift, but only by the standard or physical renderer. When rendering with Redshift, you will therefore always see the original geometry of the sphere. You therefore have to adjust the quality of the display via the number of **Segments**. > **Tip:** Note The **Perfect Sphere** only remains perfect as long as the object is not distorted (e.g., by scaling along an axis). If the Perfect Sphere is distorted, it is converted into a polygonal model before the calculation (rendering). The number of **Segments** in the properties dialog will then be used. > **Tip:** Note 2: Deactivate **Perfect Sphere** if you want to use the sphere as a basis for other effects (e.g., to grow hair on it, etc.). The **Perfect Sphere** is best suited to simply represent a perfectly round sphere. For other purposes, this can lead to unpredictable results, as **Perfect Sphere** does not provide normal polygons during rendering. ### Switch to Updated Sphere Parameter ID: `PRIM_SPHERE_SWITCH_TO_UPDATED` This button, which only appears when loading an older scene, converts the sphere to an updated Primitive object (optimized UV mapping) after a confirmation prompt is displayed. If a new sphere is created, the updated basic object will be used.