You misunderrstand. CC Sphere is still a pixel-based effect that causes rasterization. You can blow up your image to even bigger sizes and it wil lstill look pixelated eventually. That's a limitation you have to live with. Zooming in infinitely directly on such an effect is not the most sensible approach, anyway. You need to separate your zoom into multiple steps and then add "invisible" cross-fades. This also makes your project much more managable once you are working on the detail level.
thanks for your replies
is there any other techniques other than that?
if i use such 3d earth, lets say from cinema 4d, or any 3d software
should it have good resolution when i zoom in? or stil blur like CC sphere?
Pixels are pixels. If you want to move in and fill the screen with 10% of the image then that 10% must contain about the same number of pixels as your comp does.
If you are using CC Sphere and your comp is 1920 x 1080 then you start by figuring how much of the sphere you want to fill the frame. When you wrap a sphere the image needs to be 3.14 times the height. (Formula for the circumference of a circle) If you want the sphere to fill the frame vertically then the minimum size of the image would be 3,394 x 1080. (1080 x 3.141 rounded up to the next whole number). If you want to move in on the sphere so you fill the frame with 1/4 of the frame then th minimum height of the image would be 4320 (1080 X 4) and the width would be 13572.
If if you are using image files for the surface map that's how you calculate the best size for the image. If you are using vector files then this is how you calculate the size of the nested comp that would contain your vector artwork that you would use for the sphere surface.
The same calculations must be applied when you are creating text your maps for 3-D objects in 3-D apps.