I like the speed of sdf modelling but I don’t like the high density meshes you get with it. If there was a way to get a mid poly mesh close enough to quads after you’re done that would be perfect.
Looks kind of like an advanced re-mesher. Your examples here kind of keep everything squared up, but how does it perform when doing things more advanced like classical car bodies with tapered, graduated, compound and angled bevels, multi-bevels, and open objects/surfaces etc etc.
There's no inherent problem in using SDF (Signed Distance Fields or Signed Distance Function) for game modeling, but there are some important considerations: Performance: SDF can be heavier at runtime, especially when generating complex geometry or dynamic effects in real time. 01: Resolution: In game environments, geometry generated by SDF may require higher polygon counts to appear smooth, which could impact performance. 02: Integration: Game engines like Unreal Engine can handle SDFs, but the workflow is often not as optimized as with traditional meshes. 03: Texturing: Working with textures and UVs can be more challenging.
None really, SDF workflows are kind of all over the place. Substance will have nondestructive Sdf shapes coming up soon, but their voxel remesher is really good. The sculpting tools are bare min. Conjur is still a work in progress but its really good for non-destructive models so far. Although it works best for a solid form, parts can be achieved cleverly. There are other softwares for this as well, some even free to download. They also have a lot of differences and quirks. Ultimately, they need time to mature, and the workflows will become much better in time.
Hi. Why dont you tell about SDF Modeler which imho is the most intuitive and easy app to use, free and able to save as ply with colors, with no paid subscriptions watever?
I don`t get it 3.3 was released on Sep 7 in 2022. It`s over two years!!! Who buys something for 3.3? I´ll stick on simply concept and quad remesher untill he updates it.
That SDF thing make modeling look a lot more friendly than the other way we traditionally go.
This beats Boolean modelling for a lot of things
I wonder if it would be easier for the developer to take this to Blender 4+ with the new geometry nodes, it should offer a more flexible capabilities
Great tutorials thanks
I like the speed of sdf modelling but I don’t like the high density meshes you get with it. If there was a way to get a mid poly mesh close enough to quads after you’re done that would be perfect.
Looks kind of like an advanced re-mesher. Your examples here kind of keep everything squared up, but how does it perform when doing things more advanced like classical car bodies with tapered, graduated, compound and angled bevels, multi-bevels, and open objects/surfaces etc etc.
would it be possible after converting volume to the mesh also convert individual primitives so i can boolean them together for an ez lp?
No but it would be cool.
does both programs have same voxel remesh compute? There are artefacts around round shapes.
Its like mesh fusion in modo?
Kind of not entirely, though.
There's no inherent problem in using SDF (Signed Distance Fields or Signed Distance Function) for game modeling, but there are some important considerations:
Performance: SDF can be heavier at runtime, especially when generating complex geometry or dynamic effects in real time.
01: Resolution: In game environments, geometry generated by SDF may require higher polygon counts to appear smooth, which could impact performance.
02: Integration: Game engines like Unreal Engine can handle SDFs, but the workflow is often not as optimized as with traditional meshes.
03: Texturing: Working with textures and UVs can be more challenging.
Dude.... SDF is a quick modeling tool. It's not because it makes smooth booleans that... suddenly! the retopology step disappears in a workflow.
Try having a look at Adobe Project Neo
had my subscription with adobe successfully cancelled forever
@@liialuuna I understand. But project neo is really outstanding regarding SDF... no wonder. Inigo Quilez is one of the masterminds behind it.
which is better?
None really, SDF workflows are kind of all over the place. Substance will have nondestructive Sdf shapes coming up soon, but their voxel remesher is really good. The sculpting tools are bare min. Conjur is still a work in progress but its really good for non-destructive models so far. Although it works best for a solid form, parts can be achieved cleverly.
There are other softwares for this as well, some even free to download. They also have a lot of differences and quirks. Ultimately, they need time to mature, and the workflows will become much better in time.
The best and the most polished is Magica CSG. Beautiful UI as well. Also, Clavicula is another interesting SDF based project.
Hi. Why dont you tell about SDF Modeler which imho is the most intuitive and easy app to use, free and able to save as ply with colors, with no paid subscriptions watever?
I don`t get it 3.3 was released on Sep 7 in 2022. It`s over two years!!! Who buys something for 3.3? I´ll stick on simply concept and quad remesher untill he updates it.
people who like sdf modeling, like me. :P
what theme are you using for blender to get those rounded corners??