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SDF modeling (beta)+PHOTOS(step-by-step)
By Mehrshad
in this guide you will learn :
1- how to setup SDF nodes
2- how to do sdf modeling
NOTE : this is free and you dont need any add-on (dont waste your money)

needs:
blender 3.6.0 alpha version
time

SAVVE THIS FOR LATER USE.
   
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NOTE before we start
ONLY WORKS ON blender3. 6.0 alpha

and you have to enable exprimental option by enabling extra for devs option
and then on exprimental option enable new nodes
COLLECTIONS
you need 4 collection for start

name them by order like me

1-ADD-A
2-ADD-B
3-BOL-A
4-BOL-B

(only words-dont need the 1- 2- 3- 4-)


now add another collection and name it: M-A

now drag all of them(1.2.3.4)into m-a collection


add new collection and name it : MOD-TEMP


and another one called : GEO-NODE

PHOTO FOR BETTER UNDERSTANDING ( ignore the objects dont make anything inside the collections now )
---------------

- split blender into two windows

- put the second one on geo-node editor.

- also add cube under the GEO-NODE collection for creating the nodes (as test object)

- add geo-node to the cube (by clicking on +new) you added under geo-node collection

NOTE :(this names are just here only so later you know what you doing and learn the sdf better. )





NODE-SETUP
-drag the (add-a collection) which is located : under the M-A collection into geo-node workflow
and set it to relative on geo- node editor.

-copy the node 4 time by click on the node and pressing shift+d.
-now from the collection section add other collections.

-o- i mean add those collections :

0- add-b.
0- add-c.
0- bol-a.
0- bol-b.

----------

-after you done open window next to the 3D VIEWPORT and on the left one go to local view by pressing (/) on numpad or searching for " Pie Views Menu (Alt Q) ▸ Local/Global " by hitting F3.
----------

-add 2nd cube.
make sure the 2nd cube you added is under mod-temp collection.



NOTE : this should be your screen after everything i said here

- go back to geo-node collection and click on the cube u made (first one) and pin the nodes
(there is pin icon there too.)


- now if you click on the cube ( 2nd one ) under mod-temp collection and use move to collection funcntion (hot key is M)

you can move it to (M-A -> ADD-A) collection.

- click on the cube under geo-node (first one) collection and come out of local view (hotkey is : (/) its located on numpad).

- if you hit it again while the object is selected you hide the object again.


-now if you enable the switch on here you get this :


remmber the part where i told you to hit the (/) to hide the cube on add-a collection
that is important.


NOTE : this is important



the node named volume to mesh at the end of your geo node before output ... that has 3 value. voxel adds more geometery
treshhold is for the size. and the last is like decimate modifier.

now its good to expriment with this to get somthing that you think is good
but i highly recommend that if you using old hardware do not change the values

i cant go more than this because of my hardware but if you have top end hardware expriment with those

lon story short: more value more geometery.



more geo-node screen. (your node editor should be like this)


disable the first switch that we enabled before.


now its time to change the value of mesh to sfd vlume
for me 0.11 is ok. low hardware ;(

i also change the volume to mesh voxel size to 0.1m to get better result.

this is what i did.


----------------------------

new change on geo node setup :

this will smooth the object
SDF-TEST
----------------------------
SDF-TEST
----------------------------
now lets do a test

first we do a cutting test

follow my lead one by one so you learn for later.

1- click on MOD-TEMP collection
2- add cube
3- move it up like me

4- press M and add that cube to collection BOL-A
5- hide the object with H key
6- enjoy the result
no bevel needed -less time spended beveling- and also you can move the object and it will change according to it


now if you want to see the part that we cutted from main cube all you have to do is to disable this switch to see it

---------------------------------------

addint test:

now if you want to add an object to the main again you do the same

1- click on MOD-TEMP collection
2- add cube
3- move it up like me
4- press M and add that cube to collection ADD-A
5- hide the object with H key
6- enjoy the result


i did some object to show you how powerful sdf nodes can be.


now remmber i cant do cut or add small object to each other simply because i cant add more value to those node
that i talked about them up there
but more value you put better result you get.
sorry that i cant show you.


now on the right menu you can move the objects to change the shape on left menu



but remmber for that to work on the left menu you have to be on local view
to do that the easy way press f3 and search for Pie Views Menu (Alt Q) ▸ Local/Global
and click on it now on the right you can alt+h to unhide all and then choose wich one you need to move and hide the other objects you dont need.

this time the object will be visible on right but not on the left and you can move it and see the change on left
windows.

now when we will move a object to ADD-B collection?

when you already have a cutted area you cant
just add the object to ADD-A collection because it dose not work
instead you add it to ADD-B

same for the BOLL-B collection
NOTE
NOTES:

ow one thing that i findout:

is that there is value called adaptivity (talked about it up there) for me before i set it to 0.700
if i set the voxel size to 0.01m i would get 1 mil vertex
after i set the adaptivity to 0.700 i got 13.260 face
so result is that adaptivity reduses the amount of vertexes while keep the main shape same

this is good to know.

now this is only exist on blender version 6.0 alpha so you need to download that.

this method is no-way near low poly modeling but it is less hardware hungry then metaballs

i hope they optimize it so it uses less geometery and give us better result
i hope you can use this on your projects

i myself use sub-div modeling or normal beveling simply because my hardware cant handel more than 900K polygons

one of my recent work:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2991187474
the handel is sub-div modeling and other parts are hard surface modeling
(little bit of showoff. i know noone cares)

but for all of you high-end users this can be your new modeling workflow


i make another one when they added this node back to blender

enjoy


node map :


your workflow needs to be like this :




if you have problem ask on comment section .
2 Comments
Mehrshad  [author] 10 Mar, 2024 @ 10:58pm 
Thanks i hope this helps you on your gun modeling
Garyhustle 10 Mar, 2024 @ 10:14pm 
nice tutorial :steamthumbsup: