@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.
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.
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.
The eyes have been carved (pushed) into the head, including a surrounding margin, forming an automatic eye socket.
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…
@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. (although they obviously lack all the finer options of actual SDF modeling tools)
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.
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.