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Modeling

Parametric primitives

The five built-in shapes and the size and segment parameters that reshape them, before you start poly modeling.

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Every scene starts from five primitives. Each is parametric: it has size and resolution sliders in the Properties panel's Geometry section, and you can switch a primitive's type from the Primitive dropdown.

PrimitiveParameters
SphereRadius · Width Segments · Height Segments
BoxWidth · Height · Depth, plus W/H/D Segments for surface detail
PlaneWidth · Height, plus W/H Segments
CylinderRadius · Height · Height Segments
TorusRadius · Tube · Radial Segments · Tubular Segments

Segments = smoothness and detail

Segment counts control how finely a shape is divided. More segments make a sphere rounder and give a surface enough geometry to show a displacement map's bumps. They also cost more to render, so dial them up only where you need them. There's a one-click Subdivide for displacement button that raises the count automatically when a material needs it.

Every segment field stops at 256, which is where the renderer clamps anyway. That keeps what you type equal to what draws, and keeps scene weight honest, since a count past the clamp used to be billed in full for triangles that never existed.

Set parameters before poly editing Raising segment counts re-tessellates the whole primitive. The moment you run a poly tool, these parametric fields no longer apply, so get the base resolution right first.
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