the tool now is really strong at creature sculpting, but for hardsurface design I think there is still a last puzzle piece,the sub group or nest boolean group whatever call it.something like below
Dan again 😉. Im using now a lot SDF Modeler now in conjunction to blender and found an easy way to texture more details with pictures and stencil painting above existing vertex colors, and as color attributes can now be preserved after voxel remeshing or quadriflow remeshing within blender itself, things gets more and more interesting now. I would like to express my gratitude for that.
The only little very small limitation i should say is snapping rotations at increments of for instance 5 degrees to get perfect ortho orientations quickly. Instead of having to rotate on an axis, guessing the right acting axis, then entering...90, 45, 60, etc... afterwards in the corresponding column. In addition to the actual very appreciated reset rotation feature, that should be something huge for the user.
Thanks a lot for the feedback! Rotation snapping is definitely planned, with angle increments to make clean ortho orientations quicker and easier. It will complement the reset rotation feature nicely.
Thanks! I’ll most likely open-source it if I ever grow tired of it, but for now I’m really enjoying working on it. I’m honestly pretty bad at working in teams, so for both your sanity and mine I prefer to work solo :D
very nice and simple to use out of all SDF modelers i tried this is fav. One thing i have to complain but really more of a observation actually is that when you grope shapes and if you want to scale the group in only one axes you can't.
Thanks a lot for the kind words, glad you’re enjoying it! You’re absolutely right about non-uniform scaling on groups — that’s not supported at the moment because of how the system handles transformations internally. Once you mix non-uniform scaling with rotations in the hierarchy, the math turns into shears and other distortions, and the current SDF pipeline isn’t set up to handle that cleanly.
It’s definitely a technical limitation rather than an oversight. Appreciate you pointing it out, and who knows — maybe one day I’ll find a neat way around it.
OK, I see. Maybe you could merge the groups into one solid shape rather than still keep them separate and maybe keep these shapes that you create in a special shape tab to use them later in different projects. I have no idea about the real math behind it, so it probably is not possible! :))
I’m planning to add a template/prefab system in the future that will make it possible to reuse shapes across different models. That said, it will likely be independent of the grouping feature.
hi! im amazed by the simplicity and perfection from this program, i wonder if there is any chance, one day, you make a "blender like" keys to press G to move the object, then press X or Y or Z to move and snap in the axis
Thanks a lot for the kind words! This request has actually come up quite a bit recently — the idea of entering a transformation state directly (without having to click on the gizmo first). I’ll see what I can do about bringing something like that in.
Hi Sascha. I saw some requests about exporting formats, a big number of comments about classical triangulation export ones. But I was thinking... what about render image formats ? As I understand SDF Modeler is more about shaders isn't it ? As 3d in this case involves depth in some case I suppose, could rendered image keep some information in a kind of "pass" maybe in a format that keeps it like HDR or more open one like EXR. I tried some apps using depth in relation with transforming 2d to 3d or mixing depths of 2 images in a 3d render even beeing polygonised afterwards... Are you planning to develop to render separeted "passes" in the future ? Or will you take another direction ?
Thanks for your good (excellent should I say) job. Have a nice day.
A lot of people ask about some kind of “shader export” they could plug into Shadertoy or similar. The thing is, SDF Modeler doesn’t just brute-force raymarch — it uses a more sophisticated setup under the hood. That’s why it runs fast even with lots of shapes.
So simply exporting “passes” or a GLSL shader wouldn’t really reproduce what the renderer does here, and in practice would likely be far too slow.
So, you mean?... Please excuse me for my ignorance in that matter---The viewport should be temporarily less reactive? Or exporting a 2d black and white or grayscale render of an image in HDR format instead of png could take too long to render ? For sure this seems complex more than I can imagine. For instance I just know that in Blender the depth can be rendered in the viewport in eevee realtime using opengl or vulkan, but it's another story. This radically seems not to be based on the same basis, and even if im not a developper the idea was simply interesting in an artistic point of view .
Please let me know eventually what you think if you wish. However thanks for your explanations and for your time. Good evening.👍
Ah, got it — thanks for clarifying! I was thinking in a different direction. That's not something SDF Modeler is really focusing on right now, since the main goal is interactive modeling and mesh export. But I do see the artistic use case you have in mind, and it could be interesting to revisit later once the core feature set is more solid.
App works great on OSX, so many thanks for that. Downloaded it and gave it a go without any instructions - made some decent progress for a first try. Great job, this could easily be a commercial app come v1.0.
GLTF or FBX would definitely be nice to have, but they’re probably only worth targeting once the generated geometry is more game-friendly. Right now, the export is still very high-poly and not really optimized for real-time use, so I’d like to improve topology and possibly add simplification options first. Once that’s in place, formats like GLTF and FBX will make a lot more sense.
Well, I've been testing the latest version this morning and wow! New amazing bridge feature and lot of good stuff going on. Such as spline tension, etc... And happily surprise to see a little , simple but so useful qol improvement : resetting the original position rotation and scale by the means of a button. So cool, thanks a lot ! Very fond of all that, good continuation !
Really appreciate your continued support. The bridge operation opens up some interesting new possibilities to create curved surfaces. I’m glad you’re enjoying the new features.
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Hi Sascha!
the tool now is really strong at creature sculpting, but for hardsurface design I think there is still a last puzzle piece,the sub group or nest boolean group whatever call it.something like below
https://www.youtube.com/watch?v=3B5g8dKBeHg
is it possible to implement this in the future ?
Hi,
That’s already possible :) You can simply drag one shape onto another in the hierarchy to create a subgroup or nested boolean group.
Cheers,
Sascha
Hi Sascha.
Dan again 😉. Im using now a lot SDF Modeler now in conjunction to blender and found an easy way to texture more details with pictures and stencil painting above existing vertex colors, and as color attributes can now be preserved after voxel remeshing or quadriflow remeshing within blender itself, things gets more and more interesting now. I would like to express my gratitude for that.
The only little very small limitation i should say is snapping rotations at increments of for instance 5 degrees to get perfect ortho orientations quickly. Instead of having to rotate on an axis, guessing the right acting axis, then entering...90, 45, 60, etc... afterwards in the corresponding column. In addition to the actual very appreciated reset rotation feature, that should be something huge for the user.
Thanks a lot Sascha for great works.
Have a nice day. Yours sincerely Dan.
Hi Dan,
Thanks a lot for the feedback! Rotation snapping is definitely planned, with angle increments to make clean ortho orientations quicker and easier. It will complement the reset rotation feature nicely.
Have a great day.
Cheers,
Sascha
Wow sooo nice to hear it !! That would be GREAT ! Can't wait to test it.
Great days to you too👍
Sincerely Dan.
I love it! This is the tool that I really needed for doing 3D solo game jams!
Have you considered open-sourcing it? Or maybe would you like to have some help?
Thanks! I’ll most likely open-source it if I ever grow tired of it, but for now I’m really enjoying working on it. I’m honestly pretty bad at working in teams, so for both your sanity and mine I prefer to work solo :D
Cheers,
Sascha
very nice and simple to use out of all SDF modelers i tried this is fav. One thing i have to complain but really more of a observation actually is that when you grope shapes and if you want to scale the group in only one axes you can't.
Thanks a lot for the kind words, glad you’re enjoying it!
You’re absolutely right about non-uniform scaling on groups — that’s not supported at the moment because of how the system handles transformations internally. Once you mix non-uniform scaling with rotations in the hierarchy, the math turns into shears and other distortions, and the current SDF pipeline isn’t set up to handle that cleanly.
It’s definitely a technical limitation rather than an oversight. Appreciate you pointing it out, and who knows — maybe one day I’ll find a neat way around it.
Cheers,
Sascha
OK, I see. Maybe you could merge the groups into one solid shape rather than still keep them separate and maybe keep these shapes that you create in a special shape tab to use them later in different projects. I have no idea about the real math behind it, so it probably is not possible! :))
I’m planning to add a template/prefab system in the future that will make it possible to reuse shapes across different models. That said, it will likely be independent of the grouping feature.
Cheers,
Sascha
hi! im amazed by the simplicity and perfection from this program, i wonder if there is any chance, one day, you make a "blender like" keys to press G to move the object, then press X or Y or Z to move and snap in the axis
Hi. You can find the keybindings already in the setting's tab already in the shortcuts in the bottom and edit them. Hope that helps....
Have a good day.🍰
Thanks a lot for the kind words! This request has actually come up quite a bit recently — the idea of entering a transformation state directly (without having to click on the gizmo first). I’ll see what I can do about bringing something like that in.
Cheers,
Sascha
Hi Sascha. I saw some requests about exporting formats, a big number of comments about classical triangulation export ones. But I was thinking... what about render image formats ? As I understand SDF Modeler is more about shaders isn't it ? As 3d in this case involves depth in some case I suppose, could rendered image keep some information in a kind of "pass" maybe in a format that keeps it like HDR or more open one like EXR. I tried some apps using depth in relation with transforming 2d to 3d or mixing depths of 2 images in a 3d render even beeing polygonised afterwards... Are you planning to develop to render separeted "passes" in the future ? Or will you take another direction ?
Thanks for your good (excellent should I say) job. Have a nice day.
Yours, Dan
Hi Dan,
A lot of people ask about some kind of “shader export” they could plug into Shadertoy or similar. The thing is, SDF Modeler doesn’t just brute-force raymarch — it uses a more sophisticated setup under the hood. That’s why it runs fast even with lots of shapes.
So simply exporting “passes” or a GLSL shader wouldn’t really reproduce what the renderer does here, and in practice would likely be far too slow.
Cheers,
Sascha
So, you mean?... Please excuse me for my ignorance in that matter---The viewport should be temporarily less reactive? Or exporting a 2d black and white or grayscale render of an image in HDR format instead of png could take too long to render ? For sure this seems complex more than I can imagine. For instance I just know that in Blender the depth can be rendered in the viewport in eevee realtime using opengl or vulkan, but it's another story. This radically seems not to be based on the same basis, and even if im not a developper the idea was simply interesting in an artistic point of view .
Please let me know eventually what you think if you wish. However thanks for your explanations and for your time. Good evening.👍
Ah, got it — thanks for clarifying! I was thinking in a different direction. That's not something SDF Modeler is really focusing on right now, since the main goal is interactive modeling and mesh export. But I do see the artistic use case you have in mind, and it could be interesting to revisit later once the core feature set is more solid.
Cheers,
Sascha
Hey, promising ! But challenging probably 😉
Thanks Sascha.
App works great on OSX, so many thanks for that. Downloaded it and gave it a go without any instructions - made some decent progress for a first try. Great job, this could easily be a commercial app come v1.0.
Only thing we really need is a better exporter, gtlf or fbx ideally :)
Thanks a lot!
GLTF or FBX would definitely be nice to have, but they’re probably only worth targeting once the generated geometry is more game-friendly. Right now, the export is still very high-poly and not really optimized for real-time use, so I’d like to improve topology and possibly add simplification options first. Once that’s in place, formats like GLTF and FBX will make a lot more sense.
Cheers,
Sascha
Hi Sasha.
Well, I've been testing the latest version this morning and wow! New amazing bridge feature and lot of good stuff going on. Such as spline tension, etc... And happily surprise to see a little , simple but so useful qol improvement : resetting the original position rotation and scale by the means of a button. So cool, thanks a lot ! Very fond of all that, good continuation !
Have a good day. Sincerely Dan.🤯👍
Thanks, Dan!
Really appreciate your continued support. The bridge operation opens up some interesting new possibilities to create curved surfaces. I’m glad you’re enjoying the new features.
Cheers,
Sascha