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@CGDJay Жыл бұрын
I guess the easiest was to explain SDF modeling in comparison to poly modelling is : With SDF you model the volume while with poly modeling you model the surface
@scaramouche7759 Жыл бұрын
Oh I see, I have experience with solid modeling with Solidworks.
@thesplynter8426 Жыл бұрын
Basically modeling in dreams by media molecule their modeling system is entirely based of this i think
@toriitoraa Жыл бұрын
@@thesplynter8426Yup, voxel based sdfs in way
@polycrystallinecandy Жыл бұрын
@@scaramouche7759 No, NURBS is still surface modeling. When you create a closed surface, the program just treats it as a solid.
@CameronOwen101 Жыл бұрын
It might be easier to use a comparison thats already understood such as traditional polygonal rendering vs raytracing - SDF is like ray tracing where objects can be described as functions - you can query a sphere function with coords XYZ and get a true/false for inside or outside the sphere, query that function for every co-ordinate in 3d space and you'll get the sphere. Combine thousands of these functions that both add and subtract from space and you can "describe" complex objects with infinite detail and no set resolution limitations
@moominjuice2 Жыл бұрын
Having worked both in CAD parametric modelling and in low-poly game assets for over 25 years it still astounds me how many artists still fail to get their head around this subject, and I think you've done a pretty good job of explaining it. I've always found a lot of poly modellers scorn my traditional spline based approach to modelling, purely because they've only been taught sub-D methods. Many fail to realise it's because you can guarantee clients will change their mind and so the concept/parametric/virtual (call it what you like) model is usually almost always easier to go back to. Doing art for fun, and doing art for commercial clients are two different worlds.
@PeterHertel Жыл бұрын
Fun stuff, this is how everybody used to do 3D 20-25+ years ago with programs like POV-Ray. It was all mathematical programming of basic shapes.
@ianstubbington2334 Жыл бұрын
I used POV-Ray a lot back in the day, I kinda feel nostalgic for it tbh. I would like a text based modeller to play with but with modern render times :) lol
@PeterHertel Жыл бұрын
@@ianstubbington2334 I still use openSCAD for 3d printing models, it exports fine to blender 🙂
@eternalreturnal Жыл бұрын
25 years ago there already were 3d modelling software... Hell,Maya is almost 25.
@PeterHertel Жыл бұрын
@@eternalreturnal sure, I might have gotten the years a bit wrong. 3dsmax was also around I believe. But mesh renderes of the time needed super expensive hardware to not be trash. And the software was not available at any reasonable price. POV-Ray was free 😁
@mpbMKE Жыл бұрын
It's very similar to old school metaball or NURBs workflows, but with some distinct advantages depending on the refinement tools available!
@demp11 Жыл бұрын
Probably the easiest comparison for SDF is the difference between vector based and pixel based images. One is described by Vektors, which means you can zoom infintly into it without loosing detail. While pixel based images are limited to the resolution of pixels you choose. Just that only with polygons compared to SDF.
@Gounesh Жыл бұрын
Respect to this man. Not getting any corporate sponsorships for sake of our community. Yet gets individuals from the community. This surely limits your growth, but you are the only content creator i know i can %100 rely. I press F.
@MrNarek973 Жыл бұрын
Mediamolecule made this years ago with dreams on the ps4. Been using it myself and its realy fun and intuitive. Happy to see that blender is going to implement something similar because its not possible to export your sculpts from dreams
@antares3030 Жыл бұрын
I wish they made a pc app someday
@igorthelight Жыл бұрын
Google "POV-Ray" ;-)
@victorwidell9751 Жыл бұрын
Metaballs are a special case of SDFs. They also have an exponential falloff instead of a linear one, so they are not strictly DISTANCE fields, but the same is true for all SDFs once you start messing with them, like bending or twisting or even scaling.
@SpencerMagnusson Жыл бұрын
So excited to see SDF modeling in Blender 🎂I've been following John Kaz myself and the add-on; it'll be amazing. Great explanation, Curtis! Good balance of the high- and low-level.
@Wendy3Dimensional Жыл бұрын
Congrats on the sponsorship! 🥳
@SpencerMagnusson Жыл бұрын
@@Wendy3Dimensional thank you! ☺
@Igoreshkin Жыл бұрын
Thank you for light-painter
@SpencerMagnusson Жыл бұрын
@@Igoreshkin you're welcome, I hope you find it useful 😊
@yahootube90 Жыл бұрын
Never heard of Light Painter before. Have to say it looks really cool. Nice work.
@SouthernShotty Жыл бұрын
Best explanation I've seen so far, thank you
@mpbMKE Жыл бұрын
Hey, about time Blender got this. I've been volume modeling in C4D for years, it's an exceptionally artist-friendly way to build complex shapes (especially organic, but this is a great example of how it's useful for hard-surface, too) without needing to give a second thought to topology, intersecting geometry, or any of the other pitfalls of boolean modeling.
@ShrikeGFX Жыл бұрын
Volume builder is so insanely helpful in so many ways
@marqusee Жыл бұрын
I'm finding myself starting a lot of projects in Plasticity and bringing them into blender. Just like the component room to modeling room! So rad!
@kendarr Жыл бұрын
Plasticity is black magic
@stormycatmink Жыл бұрын
Another point.. I think historically the reason we used polygon modelling and why it was convenient, was because we were able to write algorithms that could run relatively quickly to draw a 3d polygon in space, projected to a 2d viewport, and fill it. Because this was fairly efficient, hardware acceleration was quickly devised for it and that became the standard way of rendering CGI (remember the old Silicon Graphics machines?). From there the industry poured all their resources to improve the fidelity of the polygon rendering (to handle intersections, render speed, transparency and the like) and then projecting 2d textures onto the polygons to save having to render more detailed polygon meshes. Projecting a 2D texture skewed to match the 2d projection of a polygon was even faster than that many more polygons. That all led to the market being laser focused on polygon modeling, despite all the compromises and drawbacks. Some of us that came from a more engineering or scientific background were still trying to use procedural things like NURBS and Raytracing, but an industry that was all about just churning out images, high fidelity was not important, speed was. It's only now that computing power has gotten so far that we're focusing back on fidelity of the render with raytracing, and now fidelity of the models, with these new SDF modeling concepts, and others like them. Now that being able to rapidly generate high fidelity content is the limitation, those are the problems that industry is focused on, so that's why we're only now seeing so much drive for things like hardware raytracing, procedural generators being built into things like Houdini, Blender, and others.
@TimeSpentWhere Жыл бұрын
Great video. I've been using SDF modelling for the past few years through a PS4 game called Dreams, and I'm excited to finally see SDF implemented in Blender as well. This will be great for hard surfaces, as shown in the video, but I think SDF really shines when used to create organic shapes.
@thesplynter8426 Жыл бұрын
SAME BRO
@totheknee Жыл бұрын
10:34 - Subdiv modeling isn't a lie, it just isn't implemented the way Ed designed it (at Pixar or before?). Real subdivs automatically subdivide to the sub-pixel level, so no matter how far you zoom in, you always get a mathematically perfect view down to the resolving power of your pixels (and yes, SDFs have the same pixel limitation). The fact that devs write faulty algorithms which stop the subdividing prematurely isn't the fault of subdivs, it's the fault of the devs. The same thing would happen if devs implemented faulty SDF code or faulty NURBS/spline code.
@steven11101010 Жыл бұрын
Polygons - a composition of straight lines. Because the line is a simple (linear) function, that's easier to compute any position on it. NURBs/splines/curves can have multiple control points and weights that affect a position on the line, so it's more demanding on computing a position.
@xormak3935 Жыл бұрын
You could cache various "real" versions of that "virtualized" object on first load. For games that would mean that designers/modellers can focus on the shape itself and the engine can bake/cache multiple versions of this object with vertices on load or even at compile time already. If it can be optimized enough to work on a larger scale of objects it would basically mean free and far finer control and availability of LODs at any given point in time. Combine that with lazy streaming of assets and it might not even impact performance that much with a massive gain in more consistent but variable fidelity.
@chrisjames6424 Жыл бұрын
🎂Super excited to try out SDF when it's released and I have some free time. I think it's promising. Having tried 3d coat, plasticity/MOI/F360, substance modeler for hard surface concepting - I find nurbs surface modeling to be too restrictive, voxels are great, but remeshing tends to get slow. Sculpting while freeform is difficult to achieve anything non destructive precise, bevels are particularly tricky and time consuming. I do think the best approach is a lossless component editor combined with a lossy polymodeling workflow. In many audio editing DAWs there's a concept of "freezing" that prints to a lossy format. I'd love to see a UI that allows you to freeze/unfreeze the SDF generated components via some sort of LOD or proxy system. Didn't expect to see a dragon cameo in this one - thanks for the shoutouts!
@JacobHepworth Жыл бұрын
This is a game changer! I switch between parametric, Boolean and polygonal modelling constantly and this appears to be a far more natural approach. The lack of hard edges and conversion to mesh is not as crisp but I'm sure there will be workarounds. I'm excited to see the progress.
@Mranshumansinghr Жыл бұрын
Wow. I can not say anything about the SDF Modelling work as I have been a lighting Artist for many years, This free addon will be a game changer for me. Thank you.
@rajendrameena150 Жыл бұрын
I think you should also review "plasticity" because it is also a very new and exciting software which is targeted for hard surface and gives you very high level of flexibility and even with very good precision.
@Just3DThings Жыл бұрын
First Excellent video curtis... You explained it very clearly without getting too technical : ) 🎂
@mind_of_a_darkhorse Жыл бұрын
🎂 Thanks for sharing what is coming around the bend! It is always nice to know what to expect in the future. 😉😉❤❤
@brabes76 Жыл бұрын
SDF modeling reminds me of how the game dreams for PS4/ PS5 approaches he modeling process. I think that game / creation enviroment acheves a similar approach with some sort of point cloud modeling process but none the less anything that is as fast and versitile and lets you create actual geometry in the end is very exciting. Thanks for sharing as always
@Pixelarter Жыл бұрын
Dreams do use SDFs. You can find some presentations where they explain how they made the game.
@heshjohans5331 Жыл бұрын
Shoutout o the addon developer for the effort ..! And definitely excited for this feature to be natively available in blender some day.. 🎂🎂
@asahdigitalassets386 Жыл бұрын
I thought your sponsorship explanation video was a cool idea, but seeing it in practice is even better. I’m getting Light Painter today and bookmarking the other add-on
@narroric Жыл бұрын
I'd think abstract is a better word than virtualized. It's a representation of the mesh before it's turned into a concrete view. Probably stored as some kind of graph data structure under the hood. But that's my best guess.
@Chronomatrix Жыл бұрын
holy cow Blender is unstoppable.
@DaveTimperley Жыл бұрын
Really interesting. Reminds me of Real 3D on the Amiga in the ol days. I agree that it would be ideal for 3d printing, as we seem to be dealing with solid shapes, and there is less chance of missing or dupe poly's. It also looks like it has built in 'cut away' views to examine internal structures. I’ve been looking into CAD apps, and it looks like this does things in a similar way. Would be great with ‘constraints’ applied. Be amazing if controlled with Blender animation. Bullet holes strafing a fuselage. Towers growing out of scenery, realtime motion gfx cut reveals of illustrations, bugs running around under the skin. Spacial textures would be great for cutaways of concrete slabs and building frames. Interesting to see if the textures would bleed within the fillets applied?
@gottagowork Жыл бұрын
Hey, fellow Real 3D (later Realsoft 3D) user here, also on the Amiga 🙂Thought I was the only one remembering this software.
@zaidkiwan5168 Жыл бұрын
N-gon supremacy gang !!!😆 also it feels amazing when using triangles on an animated model, feels like you're a professional with the verts
@Dina_tankar_mina_ord Жыл бұрын
Wonderful I was meddling with plasticity and loved it only getting frustrating with not have the same control Im use to with hardops an blender in general. this could be the next evolution. thank you for this awesome info.
@VertexRage Жыл бұрын
🎂 yay, new video! SDFs looks quite cool! Isn't the new modelling app from Substance SDF as well? Also, impressive to watch peer reviewed YT video :D
@CurtisHolt Жыл бұрын
Yep (as far as I know), there are a variety of new (and old) softwares making use of SDF techniques in various capacities. It looks like interest has picked up in recent years.
@wyomingcreations8824 Жыл бұрын
16:23 light painter looks interesting. The SDF addon seams like it would be fun to make some abstract art with. Interesting video thanks
@KevinMerinoCreations Жыл бұрын
Excited to see the sponsorships start to be utilized on the channel! 🎂👏👏👏
@PadawanProjects11 ай бұрын
Thank you so much for sharing info for newcomers to modeling like me! 🎂
@SekkeiCosplay Жыл бұрын
I have been working with vector based software to create 2D stuff, I really wanted to jump to 3D modeling but I couldn't get my head around why I cannot just blend objects and curves like I used to do it with vectors... Ha! so this is why! now I can create with my same mindset but in 3D!!! Thank you!
@stormycatmink Жыл бұрын
Might be some misconceptions about procedural materials. They are not in fact, 2d materials wrapped onto a surface, and do not even require UV unwrapping. In fact, if you make a procedural material with some noise to it, and slowly animate the surface shape of an object while keeping the material static with the object's origin, you can see how the material indeed permeates through the object continuously. The limitation is actually on the rendering engine's side of how it computes the material. If I recall, even Cycles only computes the texture upon intersection of the surface, even if the surface is transparent. I thought there was some improvements coming to this, and volumetrics can provide a solution. I was loathed to ever use UV textures because I felt they were just wrong. However, for simple things like wear and tear, I eventually learned that a simple rough texture map was far easier and quicker than trying to make a realistic procedural material. I probably could have sped it up with using addons, but I tend to always do things the hard way in an effort to learn how they work, I guess.
@PandoxLp Жыл бұрын
Add on is fire!
@Scio_ Жыл бұрын
Native SDF would be _so good_ 🤤
@tdtrecordsmusic Жыл бұрын
for me, i really like the concept of 2d & 3d sketching + extrude. Basically, the tools from CAD. I guess blender works in a similar way, but the lack of math makes it ... well, its good for small models, but as soon as things scale, the lack of geometry math in blender becomes tedious beyond belief. You have to go through the whole model & finesse everything manually. such a pain. This is totally remedied by making sketches which have relationships. in the end, the geometric sketch / parametric modeling is faster ; makes better looking models ; easier to change ; easier to scale ; the models are astronomically more robust like for example > u dont have to worry about manifold ; making things that are proportional and that have good ratio's is just inherent ; I mean the list is SO long. The whole hand touching models to edit just feels ancient... kinda like building a house without measuring tools & by using ur hands+eye. Imagine trying to build a wooden box by guessing lengths... I don't know if anyone can relate but I remember in my teen years I wanted subwoofers in my car. Decided to build some quick sealed enclosures and I learnt real quick!!! long story short, the box had huge gaps where edges didn't line up well. reality is real. I thought I was good at woodworking, but that experience taught me about the little lines on the ruler.
@gitbse Жыл бұрын
This is incredible. My modeling background (hobbyist.. not pro at all) is moslty Solidworks/Fusion 360. Im very accustomed to CAD style modeling. Ive had trouble with poly modeling, but i absolutely see the power of Blender. This could be a great gateway ....
@kevinm3751 Жыл бұрын
This is awesome, I cannot wait to get my hands on Conjure SDF! Thanks for the information!
@makanansari144 Жыл бұрын
SDF was around first with #MadeInDreams #DreamsPS4 since 2013 I personally am making short animations with it! then there are other SDF apps like #Unbound #MadeInUnbound game engine and #MagicaCSG and #Womp3D and #Calvicula and now we are getting it with Blender with #ConjureSDF and some inside Blender tools too! glad to see it's happening for Blender! I personably made some tutorials for Unbound, models with it and short animation with Dreams! funny thing I didn't use it for hard surface at all! I used them for making characters and curved objects! you also can texture paint with it!
@dialectricStudios Жыл бұрын
All the native SDF tools need at this point is a straightforward way to subtract volumes, then all bets are off. Geo nodes SDFs are OP and nobody knows bout it. Thx for the vid
@breaneainn Жыл бұрын
Your component/ modelling pipeline description sounds perfectly reasonable to me. After some time with Blender I still had to get used to that "virtualised..is it real or not" kinda invisible realm thing you described. It would be good to have a way of formalising that workspace.
@CurtisHolt Жыл бұрын
The idea of something being virtualized is interesting because it's a concept that moves with the frame of perspective. For example, if the real world is our working environment, then everything on the computer is technically 'virtualized', and the word loses meaning when comparing digital modeling techniques (it doesn't matter whether something is polygonal or not). But since here we are implicitly considering our working environment to be the 3D view in Blender, using 'virtualized' to compare modeling methods suddenly makes a lot of sense, because it answers whether we have polygons readily-available to manipulate. In the case of a virtualized technique, the answer is usually no. In the case of a non-virtualized technique, the answer is yes.
@breaneainn Жыл бұрын
@@CurtisHolt Interesting. Perhaps, as you say, when a broader range of techniques are in demand in the near future, the necessity of separating composition from casting (to use physical terminology) will be more readily evident. Makes sense to me. Cool vid
@srb20012001 Жыл бұрын
Component to Model is my workflow when working with Rhinoceros NURBS. After construction, I tessellate to a poly mesh and then export to Blender, Maya, etc. The bottleneck is cleaning parametric ("naked") edges first before export, since they are mathematical approximations and not explicit as in poly modeling.
@FF7Cayn Жыл бұрын
Always a pleasure to watch your content. 🎂
@CurtisHolt Жыл бұрын
Wow, thank you, that’s super generous! I’m really glad you enjoy the content. 🥳
@yodancristino Жыл бұрын
The analogy of a pixel-based image from a vector image would probably fit. If in 3D, the polygon based modeling would be pixel-based and then the parametric based modeling NURBS is the vector based. But these are for the surface or faces of the object.
@DonChups Жыл бұрын
🍰 SDF is just great. I fell in love with it using Dreams on my playstation. Hope this gets a commercial release.
@ravendaee Жыл бұрын
🎂 interesting as always. Thanks Curtis
@RickHenderson Жыл бұрын
There is no cake. 🎂 Great video Curtis, looks really interesting.
@ZioBlu11 ай бұрын
Technically metaballs are SDF spheres. The fact that they are triangulated in blender, just means that internally are not rendered using a raymarching technique, but are rasterized to polygons on the fly to use the same gpu pipeline as meshes.
@femisuccess124 Жыл бұрын
Finally, Ive been thinking of how great it would be to be able to do something like womp3d directly in blender
@kjelm Жыл бұрын
🍰 Very interesting. Going to know more about SDF modeling and light painting.
@KlutchDecals Жыл бұрын
Thanks Spencer!
@SpencerMagnusson Жыл бұрын
You're welcome :)
@j_shelby_damnwird Жыл бұрын
Yes. Please. When?? how much?? this is a must-have!
@victorwidell9751 Жыл бұрын
Subsurf objects are definitely perfectly smooth mathematically. Not sure if that's what you meant.
@shinnahu Жыл бұрын
Amazing content as always! 🎂
@alpaykasal2902 Жыл бұрын
Very well described... all of it!
@maayaa77 Жыл бұрын
No mention of Adobe Medium or Adobe Modeler - pure technical marvel of SDF sculpting and technology.. not to mention the Move and Warp tool which no other app can reproduce - 6Dof move in VR
@reality.portal Жыл бұрын
If I understood right This is why we need to "Smooth Polygon" which means they aren't really smooth but the are being rendered that way 2:53
@zeeyannosse6 ай бұрын
Very interesting ! Thank you 🥮🎶🎵💃🕺
@misterdaz1018 Жыл бұрын
🥧Pie>cake IMO. You may have thought that you weren't explaining the SDF concept very well but along side those graphics that looked akin to heat maps I got exactly what you were talking about.
@J_Stronsky Жыл бұрын
As someone coming to 3D from a photography background this sounds very similar to the dynamic between PNG & JPG. One gives you infinite detail via mathematical functions that is real handy for clean cut shapes & anything that you want to scale up or zoom in on. While the other is a compromise that is great at capturing the real world quickly and efficiently, but it does this at the expense of loss and general messiness, especially if scaled up or down (pixelation being the equivalent of the subsurf scaling issue you discussed). Both have their completely separate uses, which is why one format does not dominate and most people develop workflows around knowing when to jump from one to the other - so couldn't agree with you more about your workflow discussion.
@thegoldenatlas753 Жыл бұрын
Did you mean svg? Png and jpg are both rasterized images that are limited by resolution. Svg is the infinite detail one.
@g_niac Жыл бұрын
this channel is awesome. when i obsess over the science/data economics of Blender, this is my go to. if that sounds nerdy, i can tell you about casting my retainer in a cube of resin epoxy, against a negative composite of my bite imprint. #nerdcrack
@constantinosschinas4503 Жыл бұрын
Seems like a boolean function that joins objects and uses proximity and maybe intersection edges to apply a 3D gaussian blur/average to the vertices. Very impressive and very fast. It would be interesting to be able to choos3 the time of transition/blur, as well as the radius.
@pv8685 Жыл бұрын
i think you should tell the blender guys about that. that really would be an awesome addition for blender 4.0 or something!
@jamescombridgeart Жыл бұрын
I need this add-on so so badly 🔥
@enkiimuto104111 ай бұрын
So... they're basically SVGs for 3D? That is so cool
@Joey-xc6nh Жыл бұрын
amazing video as usual, but I thing you need more cameras filming you! just one more camera and I can photogrammetry you XD
@onikaze8445 Жыл бұрын
the 🎂ties back to the "Subsurface is a lie" mention, which of course, is a ref to the portal meme :P
@jaysprenkle1026 Жыл бұрын
Interesting! Thanks for sharing. This looks like the primitive "blobs" from the PovRay ray tracer (predates Blender by decades)
@dantab2407 Жыл бұрын
Hi all, have you tried Clavicula which is free ? This is my personal modeling room and blender is the mesh "operator", my two devices to process. Thanks for talking about voxel modeling, nurbs modelling, cad modeling, polygonal modeling. And the ultimate SDF modeling. Which is of course more flexible. Only one thing is missing : it is shader based and the colors are not preserved when meshing is process. Am I wrong ?
@micah6861 Жыл бұрын
Thank you 🎂
@Imhotep39710 ай бұрын
Now, when I first saw this for a hot second the thought crossed my mind “People just want to compete to see who’s the laziest 3D artist.” LOL. After a bit of time I can see how useful it is and I wish this was A.) Being developed inside Blender natively and B.) Being developed in conjunction with Media Molecule’s Dreams, which is an SDF game development engine on the PS4/PS5 game console. Better tools and SDF from beginning to end for games/video/etc.
@DaveTimperley Жыл бұрын
There is a game called 'world of goo' which uses fuild joined circles to create web type playfeilds. This could be applied here to give some more organic type structures.
@fadepanther6224 Жыл бұрын
There is a 🍰 for everyone, though not everyone likes cake. Ah the paradox of 🎂. That said, I'm looking forward to seeing how this SDF modeling addon grows. I feel geo nodes is the best area for it to change and become easy for everyone to learn and use, but that's one thing I've always loved about Blender. Almost every option you can use in Blender has another way to use that option, or even if those other options aren't as easy, they might set up for easier clean up or even the next part of the chain being easier to do making it appealing depending on your work flow.
@strangemodul311 ай бұрын
Just say this on my recommended and it's wild! Thank you for sharing this! I have one question though: what's your thoughts on SDF modeling for organic characters? All the examples I saw look like they are for hard surface, but it seems like this method could make molding a character pretty intuitive.
@DaveTimperley10 ай бұрын
www.youtube.com/@womp3D
@PaulRobello Жыл бұрын
The game Dreams on PS4 / PS5 works exclusively with SDF. All content in dreams is created within dreams using a pretty interesting toolset. Some AAA content has been created within it and all using SDF! 🎂
@zyugyzarc Жыл бұрын
the only potential problem i see with this video is that you describe SDFs as being "abstract" while polymeshes being "real" - but both are just different ways of expressing surfaces/volumes. This is similar to saying SVGs are "abstract" because there are no actual pixels in the file, but we all know that they are "real" and sometimes even better for some applications. SDFs are not converted to meshes or point clouds during rendering (unlike SVGs are turned into raster images for rendering) and hence, can be better than poly meshes in some areas - such as CAD / 3d printing / CNC and can have better performance and resolution in raytracing (raymarching).
@steven11101010 Жыл бұрын
SDFs are turned into raster images for rendering just like SVGs. All 3 are the same in that regard - polygons, SDFs and SVGs are just descriptions of functions that, at render time, are used to compute the position/color of a pixel. So I would say all of them are just as abstract AND real as each other. Unless you define real as a bitmap.
@VictorSoudien Жыл бұрын
Great video 🎂
@jairobambangoetomo-sz9wx Жыл бұрын
Great video !
@Vertrucio Жыл бұрын
Quad remeshers are making big strides. Exo's quad remesh is still great although I don't know when it was last updated. Seems like a perfect use for it.
@TruthSurge Жыл бұрын
x = y +2 Seems obvious that 3D programs would at some point use math equations to literally describe the surfaces of objects. There's a really great one for a sphere. 4 * PI * R^2 But what ungodly math equation would describe something with 500,000 polygons in all kinds of directions? Would solving that same equation over and over be faster than using polygons? How would a person even begin to use math when it's counter-intuitive unless you actually model in a sculpt type mode and let the computer figure out the math. ?
@earzo7 Жыл бұрын
For a great explanation, you might want to check out Inigo Quilez's video "Painting a Character with Maths" to see how a person might actually use the math, the video shows how few SDF primitives it takes to make a very simple character model. Generally, the algorithms aren't nearly as fast as using polygons when it comes to rendering, but just like there's a robust collection of configurable equations for primitive shapes people have already calculated, there's also a lot of equally versatile equations for manipulating the interactions between those primitives. For the user, these equations act kinda like (and are sometimes interchangeable with) Blender's modifiers, but a huge portion of them are dedicated to managing the interactions between primitives while totally sidestepping topology problems. So, basically, SDFs have use-cases any time there's value in having interchangeable and mutable assets that smoothly blend together or otherwise interact with each other in complex ways, but without having to fix topology at the end. This video focuses on a kitbashing workflow and perspective, because that's where that kind of modularity is most obviously applicable, but IMO the biggest hidden advantage is the ability to replace the job of metaballs in some organic sculpting workflows.
@TruthSurge Жыл бұрын
@@earzo7 I kind of get it. That area where you need a smooth transition that's maybe glitchy trying to do it with polygons. I have been dabbling with Blender for oh... almost 3 months maybe. I still haven't even looked at those things like nurbs and so on in there. I should at least LOOK at a video about the kinds of objects you can play with. I've mostly used the meshes and a few curves. ok, thanks!
@steven11101010 Жыл бұрын
1. 3D programs have *always*, since the beginning, used math equations to describe the surface of an object. A simple box is collection of vectors - which is a mathematical function. 2. It wouldn't be on math equation for all those directions/surfaces. But a collection of math equations - a number of which would be a fraction of the 500,000 polygons it would take to represent it. 3. It's not faster than polygons. The use case isn't for performance. It for preservation and accurate representation of the design. 4. No one is directly manipulating the math. No one develops a 3D polygonal cube by typing out all the vectors that describe it's shape.
@TruthSurge Жыл бұрын
@@steven11101010 I suppose the video is just to show that you COULD create a model using only math equations. But you could also mow your front yard with only a pair of scissors. Thanks for the points.
@steven11101010 Жыл бұрын
@@TruthSurge The video didn't show that though. It showed how you would use tools not math equations. Those tools create math equations behind the scenes. But that's true of ALL modeling software. You draw a line in 3D - vector. You draw a polygonal box - multiple vectors. A vector is a math equation.
@DaveTimperley Жыл бұрын
another old 3d program used pointy ended sausage shapes to simulate muscles (like the still suits on David Lynches Dune), which were stacked together like muscle fiber bunches, and then resolved an organic shape when the meta ball like smoothing smooshed them all together.
@ViktorasMakauskas10 ай бұрын
do you remember how it was called? asking for a research:)
@DaveTimperley10 ай бұрын
@@ViktorasMakauskas Humm, I posted a link but it may have gone off for verification by the channel. I think it was metareyes-plug-in for 3dsmax. I used to ponder 'back in the day' that if one defined the 'muscles' that formed the skin with the meta smoothing, that you could then link the 'musles' to the ik and get the 'muscles' to reshape and thus change the skin topography???
@ViktorasMakauskas10 ай бұрын
@@DaveTimperley heh, some sort of ZSpheres prototype. Thanks!
@KyleRives Жыл бұрын
🎂Very interesting, Thanks for breaking it down. 👍
@WhiteDragon103 Жыл бұрын
I'd imagine you could use discontinuities, areas of high curvature, etc. in the SDF field as a way to place geometry and topology algorithmically, where they'd follow the SDF exactly.
@stormycatmink Жыл бұрын
I'd say, fundamentally, modeling has always been mathematical primitives. For instance, you create a sphere.. but the issue is most tool immediately force you to 'manufacture' to use the terms in the video, a polygon mesh to take advantage of the decades of development in polygon rendering hardware. So although you tell it to make a sphere (a mathematical perfect construct), it also forces you to immediately decompose it into a set of limited polygons arranged to represent a sphere, and asks you how to break it down into said polygons. But ideally, it should keep it as a perfect sphere, and as you make vertices and blend surfaces, those should all just be control points to help you define the shape of a surface, rather than actual rendered vertices. Then just as if you were going to 3D print something and export to STL, you could have the option to export to a mesh. But you shouldn't have to. It should be able to take those idealized shapes and control points and directly feed them into a raytracer. SDF may be the mechanism to define all those shapes now, but fundamentally, we need a way to keep working in the idealized world instead of the modeller forcing us to decimate the ideal object into polygons upon generation.
@chekote Жыл бұрын
I would be interested in seeing a demonstration of exactly how one would create these SDF assets
@MrCowyedeater Жыл бұрын
This is exactly what I am in need of at the moment, when can we get our hands on it?
@sylvaindelaineАй бұрын
Fantastic !
@abhirutmeherishi5738 Жыл бұрын
🎂 something brainy that I have enjoyed watching and and watched it in one go.
@medmel2160 Жыл бұрын
Very very very very very. Interesting.
@Ytsssss364 Жыл бұрын
"Conjure is in closed pre-Alpha - til early 2024" - um thanks for nuthin'
@MrTynanDraper Жыл бұрын
I still think Voxel modelling is the way to go. . . You are not just working with a surface or skin but a point cloud with depth. . making it very quick for the app to do boolean operations.
@SheikhAmeen Жыл бұрын
In 2d: there's raster images with pixels, and then there's vector images. In 3d: there's polygons with triangles, and then there's this.
@wwklnd Жыл бұрын
🎂 Definitely fascinating stuff. I read a bit about SDFs a while ago when Godot released their SDF-based global illumination system which is really neat!
@steogen4 ай бұрын
Interesting. How does SDF compare to software like Plasticity or Shapr3D?
@robertekeroth7397 Жыл бұрын
Looks nice :)
@njnjhjh8918 Жыл бұрын
There's a neat SDF modeler you can use now called Womp3D