Thanks so much for the kind words. I’m really glad you’re enjoying it! Hopefully simpler and smoother workflows will emerge over time as things evolve :)
Cheers,
Sascha
Hi,
This might happen due to your GPU specs. SDF Modeler needs at least 2 GB of VRAM (preferably more). It would probably be easier to troubleshoot this on the SDF Modeler Discord: https://discord.gg/U7yxeqJBfW
Cheers,
Sascha
Thanks!
There is an option in the path tracer to render an object as transparent, but that’s probably not what you’re referring to. At the moment, there’s no way to make the viewport material itself transparent.
However, if your goal is to overlay reference images with semi-transparent shapes, you can place the reference image in front and adjust the image’s transparency instead.
Cheers,
Sascha
Thanks a lot, really glad you like it! I'll probably look into support options for SDF Modeler in the future, but for now you're very welcome to join the Discord — https://discord.gg/U7yxeqJBfW
Always happy to have more people around for testing and feedback :)
Cheers,
Sascha
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
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
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
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,
I’m still a bit of a newbie when it comes to developing for macOS 😅 — this might be resolved in the next release with updated notarization.
In the meantime, feel free to join the SDF Modeler Discord for easier troubleshooting:
https://discord.gg/U7yxeqJBfW
Thanks for checking it out!
Cheers,
Sascha
Thanks a lot — glad you like it! :)
The roundness of a shape definitely affects the final result, but the main issue when aiming for low-poly geometry is actually something else: there's currently no implementation for simplifying the exported mesh based on a geometric error tolerance.
What you'd need is an additional step during export that merges similar or flat triangles to reduce the overall count. That’s not implemented yet, but it’s something I’d like to look into for future versions.
Cheers,
Sascha
Thank you so much — really glad you’re enjoying it!
I’ve already taken the first step toward improving topology and export quality in the next version, and I’ll make sure the flipped normals issue gets addressed as well.
We’re still in the early days of this new modeling technique, but it definitely feels right in a lot of ways. Give it some time — maybe we can help make it the new status quo :)
Cheers,
Sascha