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by MathYouF
1315 days ago
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The main value of using SDF shapes for 3D modeling workflows is you don't have to worry about topology (the vertex, edge, face graph structure which has to be formed over the surface of all 3D models) which makes a lot of modifiers (like boolean combinations of intersecting objects) vastly less tedious (Womp calls this feature "goop"). Right now Blender work still involves a lot of tedium, mostly related to topology. A lot of upcoming 3D ML applications also work considerably better when using SDF instead of mesh representations. I wouldn't be surprised to see this form of 3D modeling take off to a significant degree because of those two factors. |
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There was the original metaballs. But more recently there's also been sdf addons using geometry nodes [1] that mimic the same workflow - with my guess being that it uses voxels to generate the final polygon mesh that blender needs since it's not a fully sdf editor. Although, while I was googling this, I did find someone that managed to do it by using pure shaders [2] which is pretty cool.
Also, thanks for actually explaining that. I've seen a few examples of this kind of "clay like" sculpting approach that tries to make it easier for artists. Adobe's Modeler uses sdfs for example.
[1] https://blenderartists.org/t/geometry-nodes-in-3-3-sdf-prese...
[2] https://www.youtube.com/watch?v=sqDCPW85tuQ