ConjureSDF | Public Alpha v0.1.5 - Trailer
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- Опубліковано 27 вер 2024
- ConjureSDF is out now! Get it here:
Gumroad: johnkazart.gum...
Blender Market: blendermarket....
I also post updates in these places:
x.com/JohnKazArt
blenderartists...
www.artstation...
Huge thanks to Hubert Krzykalski for letting me use one of his Conjure creations in this trailer! Check them out here:
x.com/HubertKr...
www.artstation...
I can't wait to see it supports blender 4.2
as soon as it's ready for 4.x I'm grabbing it! can't wait, good luck with the alpha
For Blender 4.1 I will buy...
good job , it's a game changer,! can't wait to see it in next months!
Congrats on the release. Will buy as soon as it appears on Blender Market ! Cheers
Oh, what luck. Watched a video on this a year ago, right as I was falling out of 3d modeling. Just fell back, went to get this to try and hadn't realized back then that it hadn't been released, and still hadn't. So I just accepted my. Fate and went back to basic poly modeling. This was, like, three days ago. And today you post this? Chiver me timbers boatman! Aaaamazing.
Also, no, I have no idea what shiver me timbers boatman means. I blame it being 330 am and I'm at work buzzing on a bit too much/just the right amount of coffee😅
Yooo I'm so hyped!! Congrats on getting it to public alpha. Loved seeing the progress up until this point. Hopefully the 4.0 + gpu conversion goes smoothly.
🔥
This is a fantastic tool! I'm looking forward to using this 🙌
Implementation looks really neat!
WOW! Waiting for OSX support
This is amazing. Any ETA on a release date for a version that will work in 4.2?
is there any chance to export some kind of data model of the SDF without meshing? I'd love to have a SDF composition tool that exports cleanly for use in a fragment shader. really cool work either way, will definitely be checking this out
Yes! I've been kicking around that idea for a while now actually. A kind of "export for Shadertoy" right?
It's not very high on my priority list though. But I can try to take a look at it as part of the rewrites to support Blender 4.0+.
Niiiice!., 1:35 That retopology is that done with a click in the plugin or thats manual retopology?
That's manual retopo. The current workflow for that is not great, but I have plans to improve it over the course of Alpha.
@@JohnKaz thansk for your transparency. p.s nice music choice!!!
any idea on a timeline when the mac version is released?
@@JohnKaz If possible, it is best to retain the original low mold and no chamfer, which is convenient to match the high mold.Thank you!
@@bipmatt Thanks! Hard to say, I have plans in the next ~6 months to upgrade to support 4.0+ which in theory should also allow macOS support. But I am not sure of this yet, needs more testing.
@@JohnKazThe result of the manual work was clean though. Was that using any tools like say quad remesher?
Whoa. This is like the volume modeller in C4D
Can you use it with any mesh? Or only with primitives? Say I created a shape and want to add another shape to it.
why it does not support blender 4.0 or higher?
It is not on blendermarket right now (it seems like it got removed) :( Looks promising though!
It's still in the review process, that's just what it shows when the product is not yet available.
Should be available on blender market in the coming days!
i waited this so long, im so happy man) bthw thanks a lot fot Ukraine
I will have to remember that thing in 4 years when i need to model an engine lol
how long does blender market need to review that? hours, days or weeks? i neeed that rn!!!
Should be available on blender market in the coming days!
They say the review process takes 2-5 days depending on how many products need reviewing.
@@JohnKaz great, is ur addon "simply" using modifiers in a very smart way or did u write ur own code lines!
@@bUildYT Most of the workflow actually relies on a custom rendering engine written in python/openGL.
The cleanup step of the mesh conversion does use some modifiers.
@@JohnKaz cool!
This looks awesome
Do you have plans to do it for Houdini?
No this is specifically built for Blender. A houdini version would be a completely separate project to tackle.
However, Dominik Lange has made an SDF modeling toolkit for Houdini. That should be what you're looking for.
ua-cam.com/video/Fk6nr5qSe9Q/v-deo.html
When will this support 3.6 and later versions? Great stuff!
Support for 4.1+ is in the works, but is an extensive rewrite. It will take a few months to arrive.
Bro, when out? I've been waiting for 2 years for public version
It's out, right now.
"support for 4.0 and newer versions is planned" so this mean it will fully come out for later versions as it get updated?
The 4.0+ update is part of Alpha. But yes its first release is slated for 4-6 months from now.
If you want to wait to buy it until then, that's totally understandable.
@@JohnKaz I would love to buy it NOW and try it out. But since it is recommended a system with GTX 1070/RTX 2060 while mine is a 1660 super + r9 5950x + 64gb and it is struggling with the boolean workflow. So I think i will have to wait until i get an upgrade?
is this manual retopo? 1:34 ?
He mentioned in another comment yes, its manual. I was also confused and I think its kind of sneaky to include that topology in the video like that
Can you modified your primitives on "edit mode" or you can only do the booleans for modeling?
Currently no editing. Though the primitives are parametric, and more shapes are planned for the near future
how similar is this to how Adobe Modeler works? And why only Blender 3.3/3.6 ..is it because they've removed MeshToSDFVolume Node in subsequent releases?
No it's actually because the bgl api is deprecated in newer versions.
Similarly, MacOS doesn't support openGL anymore so it's only available on Windows/Linux. (for the time being)
I am planning to upgrade the addon to 4.0+ in the next 6 or so months.
@@JohnKaz openGL is only deprecated, I code glsl shaders on my mac all the time. unless you mean specifically in blender?
@@ufffd Specifically in Blender it causes issues. I've checked with a few other addon developers. Better to say "Mac not supported" than to get frustrated customers.
But, I will eventually support Mac.
Impressive. I think ConjureSDF could potentially kill Box Cutter, Hard Ops and Fluent add-ons. Unfortunately, Blender Python API keeps changing in each version, so the add-on would likely not work anymore if the developer abandons it in the future. It might compete with Clavicula
Clavicula3d, MagicaCSG and Susbtance modeller are standalone applications. I don't see Conjure as directly competing with them.
The power of Conjure being in blender is that you can combine it with other workflows. So I also don't see it as (or want it to) "kill" Box Cutter or other modelling addons. I personally use Conjure as a part of my workflow, it does not replace everything.
Some things are perfect for SDF modelling, and many other things are done quicker/easier/etc. with regular polygon modelling.
Is there any way to make a spiral? Like threading a bolt.
Not currently, but spirals, threads, trapezoids, curves etc. Are planned for a big future update (1-2 months from now)
how to get a basic sdf object that have a chamfer edge (not rounded)??
If you mean chamfered corners instead of rounded ones. This is planned but not in the addon yet. Not every primitive will have a "chamfered" version either. It's all very maths heavy.
Take my money!!
How to install ModernGL in Ubintu?
Ah yes this is now a known issue since it has happened to a few people after launching to the public. (these things never happen in pre-alpha of course...)
With your purchase you should have received an invite link to our private discord server. We have some workarounds there (depending on your OS/exact issue)
If you don't have/use discord no worries. The moderngl related issues are my top priority for the first update! Worst case you will see some updated documentation videos (or in the addon itself) to work around this issue.
@JohnKaz thanks for the reply. I've asked my tech support to look at this issue as well, but so far no solution has been found.
Buy now, does it support 4.X?
Currently only 3.3 is supported. But I am working on an extensive rewrite to support 4.1+
Will take a few months to come out.
I hope this may kick the ass of those hard-surface junky add-ons like box-cxxxxx and advertisers luring blender newbies.
magic
Oh boiiiiii
This looks awesome! Any plans to support Blender on MacOS in the near future?
Thank you! Theoretically the changes needed to support 4.0+ should also enable MacOS support. But I am not certain of this.
I'd love to support MacOS but they have decided to stop supporting OpenGL. Which also caused many issues for Blender itself for a while.
Rest assured if I do manage to get MacOS support working, I'll be shouting it from the proverbial rooftops!
I was into it until I saw how you're monetizing this. "While the Alpha will receive some big updates. Beta, 1.0 and other major versions will be separate purchases (owners of Alpha will be able to upgrade to these at significant discounts)" kinda toxic.
How to add more root ?
Currently there can only be one root per blend file. If you want to have multiple SDF "parts" that don't interact with each other. Set their boolean operation to "union", and blending to "none"
In the meshing phase you can hide/unhide primitives to mesh your asset in parts.
@@JohnKaz I want to divide an object into different structural parts. For example, a wheel has a hub, screws, and tires. I want to make them independent in terms of material design. Rather than the noodles coming out as a merged whole. Although I can recombine from multiple blend files, it is very detrimental to size alignment. So it is necessary to be able to add multiple roots.
@@cnucnu3462 As part of the 4.0+ upgrade, I have some plans to make it less confusing to manage separate parts🙏
But as I said it is possible to mesh parts individually already, simply hide the primitives (via the outliner) you don't want to include in the mesh.
Cool! Any chance for a macOS version?
As part of the update to support 4.0+ maybe? I am not sure yet sadly. (That will happen in the next 6-12 months)
will my computer explode?
the more i see stuff like this the more i wish autodesk would completely rebuild maya from the ground up to support geometry nodes and plugins like this.
"for Blender 3.3" WHAT YEAR IS IT
He built it around bGL which was depreciated slowly over versions past 3.3 and removed entirely in 4.0
Looking forward to using it very much
Wow this looks like the kind of tool I have been dreaming about for sdfs. Awesome work!
damnnnn wth is that coming from, im looking for smt like that for years!
Can you please model a car with this, or, something without symmetry
Sir this is crazy 😦
MADNESS!!! 🔥🔥🔥🚒
is that low poly automatically generated or did you hand model it?
The low poly in this video was hand modelled. Mostly by retopologizing on top of the high poly mesh output.
However ConjureSDF v0.1.7 now has an experimental low poly generator. Which I'm planning on improving over time.
Wow, yes, buying, looks amazing!
Looks to good to be true 😄
For some reason product was suspended on BlenderMarket :C
It's still in the review process, that's just what it shows when the product is not yet available.
Should be available on blender market somewhere next week!
Will this addon support the custom shape in the future?
More primitive shapes are planned to be added, and Mesh->SDF conversion will eventually be added too.
Congrats!
😘😘
looks cool and promising! отличная работа, сэр!
Yoooooooo buying now
Was the €40 you spent worth it?
Fingers crossed retopo isn’t a nightmare
I suppose you can do retopology like any other mesh
Sadly it's as much a nightmare as any sculpted mesh. That is one of the main weakpoints of the workflow currently. And I have plans to get automatic low poly mesh generation implemented. Something closer to what you might get out of Plasticity3d
maaan I wish this was for 3dsmax x)
SORCERY!
Sadly, only available on Gumroad, which I dislike, first and foremost for having to opt-out of saving credit-card details. That should be opt-in for security reasons given how many websites lack proper security and end up leaking credit card details. I prefer to make creditt card entry easy on my end using my Mark Brain™ memory system.
Also not impressed with Gumroad showing $40 price on product page but this is changed to $43.43 in checkout. Not cool. Good luck with Alpha. Can't wait for Blender 4.0 update and as soon as it is available on Blender Marker, it's an instant buy.
@@dazecm I fully understand, that's why Conjure is also coming to Blender Market. It's currently being reviewed and should be available in a few days.
Regarding the pricetag on Gumroad. It probably showed 40 *euros* on the product page, which converts to 43.43 USD. That can admittedly be easily missed.
(Blender Market listing will be in USD normally)
4.0+ update is planned and part of the Alpha updates🙏
I think this will be a game changer for the 3D industry.
이건 3D 업계에 게임 체인저가 될 거 같습니다.
Yeah, like every new feature in blender. Like geometry nodes which are very limited version of features from hodini 10 years ago? I love blender but please, stop talking over and over again this sentence becouse it"s not true.
@@stanislawwokulski491 Well it is "game changer" every time these younger folks see a new feature... which has been already implemented elsewhere usually in some form. I remember similar tech was used like 2 decades ago (metashapes of some sort, can't remember the name of the software), but it fell out of popularity because of meshing quality.
맞아요~ 저도 그렇게 생각합니다~ WOMP 같이 캐릭터에 적합한 기능도 있으면 좋겠네요. WOMP 는 너무 느려서 Magicacsg 를 파고 있습니다...
I got it and am using it right now. This is going to be very useful in my 3d concept pipeline
hello, can i just smooth exisiting hipoly model from CAD to get fillets like it is usually done in Zbrush?
That's not what this addon is designed for. It doesn't work with CAD/triangle meshes.
If you want to emulate the Zbrush dynamesh workflow in Blender, voxel remesh + smoothing is all you need.
@@JohnKaz yeah. But blender remesh is too slow compare to zbrush
Dude, you really should have told us 4.0+ is not supported. I would have rather waited for the release of this be it, alpha, beta, etc. With a current release of Blender supported. Great work otherwise.
I fully understand your sentiment. Plenty of other people are willing to go down to 3.3 to use it though. So I hope you give it a try once I update it to support 4.0+
(Should happen in the next 6-12 months)
At least it explicitly stated on Gumroad. A reminder 3.3 is an LTS meaning it will continue,
to receive supported updates until september. (Same with 3.6 LTS but ends in a year).
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If your workflow allows it, then once you have completed and converted your model into a mesh, opening it in,
Blender 4.0+ should not present any issues. However, this does involve managing multiple versions of Blender.
To facilitate this, you can use portable versions of Blender or a management software named 'Blender Launcher'
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Hope this provides you with an idea of working with the trade-offs.
(P.S. I am sharing this because I use this approach in my animation workflow :)