The big SDF thread

@Minext_lost’s MathOPS custom SDF Blender build is about to be released. A Linux build is already available…

MathOPS will not be further developed though. The developer has started creating a new external SDF tool that will be connected to Blender with a bridge add-on.

Blender Artists MathOPS thread:

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Today’s little SDF exercise, using Chisel. :blush:

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As Chisel is a Blender add-on, you can also animate SDF scene elements. So I made a little build-up anim of my giraffe, rendered using Chisel’s ray-marching renderer. It’s not EEVEE or Cycles quality, more like viewport rendering, but being able to animate SDFs is fun.

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MathOPS is now available for Windows, MacOS and Linux…

MathOPS is an SDF-based custom Blender build.
└ MathOPS Github repository
└ MathOPS thread on Blender Artists
└ MathOPS Discord

:memo: Note: MathOPS will not be further developed, but the developer has started creating a new stand-alone SDF tool that will be connected to Blender with a bridge add-on.

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Beta-testing Chisel version 4.1. Some really powerful additions in there…

A “push” operator is now added (called Carve in Chisel, for naming consistency). This is me after testing it… :smiley:

The eyes have been carved (pushed) into the head, including a surrounding margin, forming an automatic eye socket. :slightly_smiling_face:

Chisel 4.1 will also include a Sweep modifier, allowing you to sweep any SDF primitive along a spline. A great addition, lifting Chisel up to MagicaCSG level…

Note: the wobbly outline of the swept profile spline is just a quick viewport approximation of the swept spline SDF outline. The swept spline SDF is perfectly smooth.

And Chisel 4.1 will include a Revolve modifier, allowing you to lathe any SDF primitive with an adjustable radius and axis. Also very powerful…

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My latest Chisel model: a retro Sci-Fi robot character. :slightly_smiling_face:

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For Houdini users: a new version of SDFModeler / SDFM Modeler, an open source SDF toolset for Houdini, has just been released.

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I have got libfive working in Blender viewport with CUDA GPU rendering on linux. (Only schema code evaluating and rendering)
You can check it here:

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Nice! Added to the initial post. :+1:

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Currently testing the latest beta version of the Chisel SDF 3D modeling add-on for Blender.

There’s now an FFD lattice deformer for SDF shapes. Powerful stuff again. :ok_hand:

Blender Artists only accepts videos up to 5 MB, so here’s my Mastodon post with a little demo:

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Whoa! That’s really cool, lattice in Chisel and the new lattice and Blender bridge in Nomad. Exciting times!

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And lattices in Nomad, too.

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MagicaCSG now has a cutting tool, like Chisel’s Bisect tool…

GIF_knife_tool

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You beat me to the news a bit there. :slightly_smiling_face:
I just read the email about it.

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Today’s quick SDF 3D doodle: “Pikaaaa!” :blush:

Modeled using the Chisel SDF 3D add-on for Blender.
Rendered using both EEVEE and Cycles (mixed in post).

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@Metin_Seven It feels at this point the only thing I could want out of Chisel that it doesn’t have yet is baking out animated SDF’s to alembic (or some other streaming mesh format).

I don’t expect that process to be fast but even taken that into account its something you need in certain scenario’s and opens a lot of creative possiblities as well. (like with your giraffe example)

For all the ways Blender is lacking when it comes to SDF “modeling”, the fact you can animate with them is actually unique among all SDF modelers (whether extensions or stand alone).

Funnily enough, the native metaballs are still the best to achieve those effects when it comes to performance versus functionality. :laughing: (although they obviously lack all the finer options of actual SDF modeling tools)

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Yeah, the ability to animate SDFs is pretty cool. :+1:

Baking animated SDFs would probably require a Keymesh-like stop-motion mesh-per-frame approach. I guess that would quickly take up a lot of resources, unless animated SDF shapes could maybe be exported as volumetric data, like the VDB format.

I wonder what @rrtk thinks about this.

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Chisel is amazing! The shapes you can make are mind-blowing, and at first (I’m still approaching ‘at first’), the modeling approach is hard to wrap your head around but you see the possibilities quickly. Shape something, then use a (primative) as a constraint to fill that shape and apply rounding/blending modifiers to it? Oof…this is modeling inside of (the movies) Limitlessness + Interstellar.

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Hi guys, an interesting addon for modeling using the remesh+smooth method.
Smooth Operator — SDF Voxel Remesher for Blender 5.1+

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Added Unit Gradient Fields (SDF-related) to the Reference ➔ Miscellaneous section.