Adding to the above : perhaps this prism-like primitive from the update is already a good workaround for the slab paradigm, thanks to the direct control on the angle - basically a shortcut for 2 to 3 combined flattened cubes …

Adding to the above : perhaps this prism-like primitive from the update is already a good workaround for the slab paradigm, thanks to the direct control on the angle - basically a shortcut for 2 to 3 combined flattened cubes …

The ConjureSDF Blender add-on has been updated to version 0.2.2.
This is the last update that requires Blender 3.3.x. The next version will be a major update that’s compatible with Blender 4.0+ and will very probably also work in Blender for macOS.
Announcement video:
Extruded slabs of a flat ngon shape are definitely possible! It just requires some backend rendering changes that weren’t worth doing before the upgrade to Blender 4.0+
Now that I’ve release v0.2.2, I’m fully focused on that upgrade process. I hope to have some early test versions out by the end of February.
Well that sounds excellent ! This would be quite the game changer really - as said for things like vehicule bodies, but also character limbs … and many other things. Very much looking forward to it as this is something I’ve found to be missing from the few SDF solutions I’ve tried so far.
(FWW being able to bend the resulting slab would be fantastic too, but that’s a whole other can of worms and easily worked around using other means
)
Thank you for the hard work.
Appreciate the kind words Pior!
I’m not sure when it would come to v0.3.x, but ngon slabs are definitely on my radar!
Funny that you mention bending, as that is also possible with SDFs, and in some ways much easier.
I’ve done some tests for it, the tricky part is hooking it up to a modifier esque system.
This is looking excellent and promising ![]()
It somehow reminds me of “oldschool” 3DSMax techniques leveraging the power of the Max modifier stack in ways Blender doesn’t allow (like stacking edits on top of paramatric primitives, or the way Max’s Edit Poly allows for non-destructive editing of base meshes before further thickening or bevels). Very cool.
not related to sdfs but now we have something that mimics edit poly modifier in blender Non-Destructive Primitives Add-on - #10 by Dangry
Does it work with grease pencil surface strokes or sdf objects have to be converted to mesh beforehand?
Hi,
I just recently bought the addon I did some tries how does it work. It is really amazing ![]()
But I could not figure out what the solidify checkbox supposed to do? It does not seem to do anything.
The other this I am using Ubuntu 24.10 if I install ModernGL via the preferences menu the meshing works. However if I restart Blender it forgets that the ModernGL was installed and the meshing is not working.
Thank you for any help ![]()
It makes your object hollow. Try subtracting a different SDF object from it, you’ll see that the solidified object has a wall thickness and empty space inside.
Any news about 4.2+ compatibility?
@JohnKaz mentioned at the ConjureSDF Discord that new updates will follow around the end of April, but I think he meant updates about the progress, not the actual major add-on upgrade.
I’ve slowly been working on v0.3 over the past few months, a from the ground up rewrite of ConjureSDF for Blender 4.5+
Per primitive colors have been requested from basically day 1, but other features sadly always took priority. But, I finally took some time to get it implemented!
Implemented direct SDF selection, so no more mesh proxies getting in the way of what you actually want to select!
With the move to Blender’s gpu API, it’s possible to do general calculations on the GPU via compute shaders. Like raymarching under the cursor and finding the closest SDF primitive ![]()
Just some minor improvements. Custom rendered outlines (via compute) and togglable displaying of non solid primitives as well.
These are seemingly small things, but they help make Conjure feel more integrated with the rest of Blender.
Implemented variable resolution rendering.
Because when raymarching SDFs directly, one of the more significant bottlenecks is resolution. The more pixels you have to raymarch, the lower performance gets.
By dropping the resolution slightly, you can gain a lot more performance at next to no loss in quality.
For example, at 75% resolution, about 50% fewer pixels are rendered. Leading to a (theoretical) 2x increase in peformance.
Currently it’s a static slider. But in the future, it could lower dynamically as one moves around in the scene, and go back up to 100% when not moving.
After quite a bit of trial and error, I got bezier curve SDFs working ![]()
Wow, this progress is amazing. ![]()
Use curves and other shapes to construct a SDF is something great, I think you are in the right way. This brings to the tool more flexibiilty and possibilities of creation.
I’m tracking the big thread of SDF here on Blender Artist and also tracking the new features about it related to other tools. The results of SDF are amazing, I think this could be one of the better way to manage high resolution meshes and operations faster.
You and ther other guys here on the forum are greate developers, please just keep going and we are here to help and support you.
I’ve slowly been working on v0.3, closing in on feature parity with v0.2.3.
Public release is later this month. Sadly some key features (gizmos, conversion to mesh, etc.) Will not yet be included.
This is because v0.3 is a from the ground up rewrite. With a lot of time spent on making sure the core works on Windows, MacOS and Linux.
Subsequent updates will restore feature parity with v0.2.3 (which hopefully will take less time.)
Even the basic variant for blender 3.3 is missing many things…
Will there be ever a functioning variant for 4.5? Or just postponing, and making excuses to us who bought it?
This is just ridiculous for a 45 USD addon…