Thanks for your comment! You're correct that it's currently not possible to bevel all edges directly, for example, on a cube. However, you might achieve a similar effect by using a negative shape with a chamfer blend. Let me know if that works for your use case!
Sascha Rode
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Thanks for the kind words! It’s still pretty early, but I’m working on making everything more solid as I progress toward 1.0. You can already modify a cylinder by setting the cube’s bevel factor to 100% and adjusting the cone percentage. Material attributes like metalness, roughness and IOR can be controlled on the layer level, and you’ll see the results in the render preview.
Hi Dan,
Thanks for reaching out and sharing your thoughts. It’s great to hear that SDF Modeler reminded you of Organica.
The extrapolate feature you described sounds like it could be a really nice addition for creating more complex shapes. Right now, I’m focused on finalizing version 0.4, which will include a good set of new features and improvements, but I’ve also been considering adding something in the future that could create shapes along a curve, which sounds similar to what you’re describing.
Thanks again for the suggestion and for your interest in the tool.
Best regards
Sascha
Hi, thanks for the kind words and for your feedback!
For version 0.4, I’m planning to add Boolean subgroups as the main new feature, which will allow for more flexible object operations.
In the next smaller update, I’ll be introducing smooth blending for mirrored strokes. I’m also working on making the current Bézier curve more robust and giving users more control over the curve’s points.
Arrays are definitely on the way as well, as I’ve received a lot of requests for them.
A more powerful curve tool is something I plan to tackle in the future, once the core feature set is more developed.
Best regards!
I'm absolutely clueless when it comes to stuff like this, so you'll have to let me know if this works or not.
Here's the link -> https://discord.com/invite/42wGegU2
When working with the software, there are two things I really miss right now. First, I’d like to be able to rearrange the mirroring plane to move subparts away from the origin—this is something layer/subgroup transformations would allow. Second, especially with the newly added intersection operation, I really miss being able to do a cutout of the intersected shape with another additive shape underneath. Hope that makes sense. Cheers!
Hi, I tried to reproduce the issue on all my available GPUs, including two different AMD ones, but I wasn’t able to. This one will be tough to track down, so I’ll need more detailed information about when it happens and when it doesn’t. We should probably move communication to Discord or Twitter for easier troubleshooting. Also, you might want to check if your graphics drivers are up to date, just in case. Best regards
And this all started with the most recent version? In the latest update, I switched from fragment to compute shaders for rendering. I’m currently on vacation, but I’ll try to reproduce the issue once I’m back. I might need your help to test some possible solutions. I’ve also been thinking about opening a Discord server for easier communication.
Regarding your suggestion for better stroke/layer management, I plan to rework the internals to handle things like subgroups and combine the UI into a single tree view. I also want to add several quality-of-life features, so you might want to wait for what I have planned—though it will take some time. :)
Hi, thanks for the feedback! I plan to add more blending modes, including a chamfer blend, in the future. I’ll also add tool-tips to make the parameters easier to understand. The higher the bevel percentage, the more the shape transforms into a cylinder; the higher the round percentage, the more it becomes a sphere or capsule. Hopefully, that helps clarify things. Best regards!
Hi, the global parameter only works with the 'Translate' gizmo, since you can't scale or rotate a stroke in global space. I should probably disable the UI for those options to avoid confusion. I'll also add a ring for uniform scaling and position the screen rotation ring more conveniently in my next smaller update. Best regards!
Thank you for reaching out and for your interest in the software! I designed SDFModeler with a minimum spec target of 2GB of VRAM to ensure it can run on a wide range of machines. Currently, there's no way to scale the internal resources significantly for higher-end systems.
If your question is about the memory usage statistic displayed at the bottom left of the screen, this number shows how much memory the SDF data uses within the 3D texture atlas. The purpose of this feature is to help users understand how much memory their creations are consuming. Additionally, the application dynamically adjusts the resolution of layers if the texture atlas nears full capacity. If you create many layers at maximum resolution, they may be down-scaled, and the memory usage statistic will explain when and why this happens.
I hope this clarifies things! If you have any further questions, feel free to ask.
Hi, thanks for your feedback. My plan is to add different navigation modes (e.g. orbit, first-person, etc) and in addition there will be a UI element to change between different camera directions. I also want to add the option to assign custom key bindings. Hopefully that will answer your question :)