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I briefly tried it (as an indie game developer). It's basically taking a metaball approach to modeling and performing some form of real time rendering so you ca
by animal531 4y ago
I briefly tried it (as an indie game developer). It's basically taking a metaball approach to modeling and performing some form of real time rendering so you can see what the result will look like. It also allows you to add some animation and what-not.
Overall I don't see it replacing any serious tool at the moment, its quite slow in modeling (because of the rendering) and precision.
What it can be useful for is if someone doesn't have the necessary tools/skills and they just want to make a basic and quick 3d shape like a smiley face, have it bounce/animate and export that to a little gif or whatever.
- FormFollowsFunc 4y agoI agree, using SDF for everything is probably not a good idea but it can be useful as a feature along with standard modeling tools. I sometimes use SDF volumes in Houdini to get that blended look. nTopology which is a specialised standalone 3D software use it for advanced 3D printing. You can do things like blend two different infill patterns. But as a webapp, it is cool looking. I'm curious how he managed to get it to work in a browser.
- andybak 4y ago> Overall I don't see it replacing any serious tool at the moment, its quite slow in modeling (because of the rendering) and precision. Signed Distance Function modeling has different strengths to other approaches. It's one more tool in your toolbox. One could just as easily say "I don't see [insert other paradigm here] replacing implicit SDFs". In terms of "serious" usage Inigo Quilez did a ton of incredible work on Pixar's Brave using SDF techniques. https://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-June-July-2012/The-Royal-Treatment.aspx https://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-...