You have been cranking out the videos lately. All of them have been very good. Thank you. I'm sure I speak for a lot of people when I say, I will watch and absorb everything you make. As quickly as you want to make them.
At 1:31 it's a Boolean not a carve. 😊 And Fillet is like a Fillet-O-Fish, not Fillet. So I am not new to modeling, but thinking of changing from 3DS Max or Plasticity 3D. I am not aware of SDF, I was hoping you could break that part down.
Wait you do boolean operations and the software comes up with a clean topology? that's like me dreaming doing it in Blender! i hope the devs notice this tech and bring it to blender or ill have to do my modeling in this software
Pros and cons to both. MD for desktop can't bring in reference images. Has the ability to array including radial array. Doesn't have sub shape nesting. Easier to change shape dimensions. Triangle and quad export (quad remesher). The "clay" system for MD and VR is still a part of the software and super useful by itself. Not a very strong sculpting software, but it's a surprisingly capable modeling program. Conjure currently works best with 3.3. It is still in alpha, and beta / release will cost more (with reduced pricing) The renderer is performant. Can nest sub shapes. Doesn't array shapes. Voxel remesh only. (Voxel mesh can be further refined with sculpting and quad remesher addon if you have it). Sculpting in blender is a better experience. It's tough to really make a recommendation. Conjure alpha is still really useful for modeling and the support for the creator will hopefully keep pushing it's development along. Buy substance if you want to have fun with sdf and clay. Experiment with a different way of 3d modeling especially in VR.
You have been cranking out the videos lately. All of them have been very good. Thank you. I'm sure I speak for a lot of people when I say, I will watch and absorb everything you make. As quickly as you want to make them.
I hope Blender will add SDF modeling soon.
At 1:31 it's a Boolean not a carve. 😊 And Fillet is like a Fillet-O-Fish, not Fillet. So I am not new to modeling, but thinking of changing from 3DS Max or Plasticity 3D. I am not aware of SDF, I was hoping you could break that part down.
that's cool! Maybe SDF modeling will get more attention in the future and we will live in a smooth corner world
Wait you do boolean operations and the software comes up with a clean topology?
that's like me dreaming doing it in Blender!
i hope the devs notice this tech and bring it to blender or ill have to do my modeling in this software
Sdf & Voxel mesh. It can export quad mesh but not perfect topo.
@@pzthree I need to try it, thank you for your work!
@barittos5585 no worries, blender devs have atleast thought about SDF modeling tools. It was asked about in a community survey.
@@pzthree are you saying the SDF isnt as perfect as an STL?
Not really, A SDF model can always up res. You can't measure things that easily.
which is good ? Conjuresdf and MD
Pros and cons to both.
MD for desktop can't bring in reference images. Has the ability to array including radial array. Doesn't have sub shape nesting. Easier to change shape dimensions. Triangle and quad export (quad remesher). The "clay" system for MD and VR is still a part of the software and super useful by itself. Not a very strong sculpting software, but it's a surprisingly capable modeling program.
Conjure currently works best with 3.3. It is still in alpha, and beta / release will cost more (with reduced pricing) The renderer is performant. Can nest sub shapes. Doesn't array shapes. Voxel remesh only. (Voxel mesh can be further refined with sculpting and quad remesher addon if you have it). Sculpting in blender is a better experience.
It's tough to really make a recommendation.
Conjure alpha is still really useful for modeling and the support for the creator will hopefully keep pushing it's development along.
Buy substance if you want to have fun with sdf and clay. Experiment with a different way of 3d modeling especially in VR.
with sdf and nanite, we dont need to care about topo anymore
and with Mega Lights we don't need to care about how many lights we put in a UE5 scene anymore.