The big SDF thread

Gave the drone an SDF paint job. The red color is a placeholder for now. I’m going to make the color full black on full white, so I can use the vertex colors in the exported mesh as a mask to determine the final colors in Blender.

Work will continue tomorrow. :slightly_smiling_face:

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No big surprise. NURBS might be not much used - well also because NURBS in Blender is really ah well …

If it could load openNURBS or STEP natively it would give KeyShot such a competition …

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yeah why use that while we have Plasticity 3d + plasticity blender bridge :wink:

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Push and Avoid are great, they are going to save me so many duplicated strokes. I’m using again SDFs for a project these days and I was alternating between Conjure and SDF Modeler, but the development speed of SDF Modeler might make me just use it. I just wish it was more keyboard-driven.

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I am honestly not surprised at the results, with several of Blender’s biggest weak points in the top 5 and entirely new systems meanwhile near the bottom.

That would probably not make SDF modeling off limits for volunteers though (if you are willing to find someone to take it on).

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The final drone rendering is finished. :slightly_smiling_face:

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@JohnKaz posted another ConjureSDF progress video. :+1:

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Added to Technical Reference

e𝑓unc: An Efficient Function Representation without Neural Networks

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Added a Shadertoy subsection to Procedural SDF graphics, with:

Neural Stanford Bunny
Explainer video

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@JohnKaz has posted a video showing variable ray-marching render resolution, for a speed increase in the upcoming ConjureSDF update.

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WIP of a stylized head in SDF Modeler

It’s an interesting exploration of possible shapes in SDF Modeler. Grouped primitives for compound Booleans are definitely essential here.

Work will continue tomorrow…

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Nice. I’d like to see some of your workflow for this.

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Thanks. :+1:

When it’s ready, I’ll make a video showing the structure of the scene.

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Cool. Appreciate it. :smiley:

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:+1: By the way, have you seen this video I made, in which I switch on almost every SDF element one by one?

:memo: Side note: there was a little bug in that SDF Modeler version, causing automatic range selections in the hierarchy list. Hence the selection troubles. :sweat_smile:

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Modeling the stylized head has continued…

As you can see, SDF Modeling mainly exists of cutting and blending primitive shapes. SDF Modeler includes multiple iterations of nested shapes, for complex compound Booleans.

You can also follow the progress of my projects via my Mastodon:

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A little stylized head update. Started with the hair.

I think I’ll start a barber shop, and call it Boolean Haircuts. :clown_face:

Need to take a walk now, before I become one with my chair. :sweat_smile:

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Womp Pro will be free during the weekend of June 7, 8…

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Stylized head modeling update…

I think the finish is close now. This is a rendering inside SDF Modeler, but when the model is finished, I’ll export it to Blender for a LuxCore rendering.

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─ Edit: Latest update…

I think I’m done modeling and coloring in SDF Modeler. Gave him a little blush to make him more alive.

Going to port it to Blender now, and will make a rendering in there tomorrow. To be continued… :slightly_smiling_face:

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:arrow_right: Blender Cycles rendering of the stylized male head. :slightly_smiling_face:

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