This looks insane! It's like the ideal hybrid between sculpting, poly modelling and CAD. I'd be interested to see what kind of topology it can export as to polygons
hey, you can see it at 2:15 - first I voxelize the SDF hierarchy and you get dense triangles (you can change the voxel size) - as extra postprocessing you can use Instant Meshes to get regular quads. the pros of pure SDF modeling is that you get fully editable assembly and a clean mesh at the end with custom detail, the cons are that speed drops with large hierarchies (I added a video on how to optimize that somewhat), and also that you can't really sculpt this until you've turned it to mesh through voxelization. but overall they give you a fast and easy means to create some block structures or hard surface objects that would be trickier to achieve otherwise
@@HeWhoShapes Oh nice I missed that it was using instant meshes. I guess the most amazing part to me is the CAD like intersections and the level of control you've added for bevelling/chamfering etc. That's pretty unique and way faster and more flexible than any CAD tool I know of and almost impossible in any sculpting or poly modelling tool. Incredible work!
In short, the software can be used freely for any project, personal or commercial (it's been like this since 2014 when it started under a different name: Neobarok): clavicula.link/archive_clavicula/License.txt
Год назад
@@Clavicula Congratulations, really nice! I downloaded it and found the object transform/manipulation could benefit from a 3D gizmo and a world grid for orientation/UX
I think if you continue to develop SDF, then your product will become truly unique. Probably, SDF and sculpting together are not implemented at a sufficient level anywhere. Good luck
@@MrMOGHammer this tool looks amazing, but the problem is no pros would wanna leasrn this tool, it starts too late, SDF in blender is the way to go. i dont wanna relearn all my hotkey for this
no, but i will add some functions for that - maybe not in next release but for 1.0 you should have it. right now it's selection and transform / edit gizmos. next: alignment and more precision stuff
I will add some better way to polygonize SDFs since they provide gradient /curvature information. So I can technically move the vertices around to accommodate high detail regions, and decimate the mesh in flat regions.
Hi man, thanks for sharing your work. I have a problem, when I try to add sdf cube, sphere or any other sdf stuff it does not show up in the screen how can I fix that?
please tell me what your OS and GPU are. if everything else works (meshes) then it sounds like a gpu driver or shader issue on your GPU. make sure you have latest driver for GPU
@@Clavicula I am using Windows 11 and my gpu is rtx3050. I upgraded the driver again after your response and it did not work. Actually, I realize that when I try to add SDF model, program says 1 object in the screen but it does not show up on the screen. I think my computer cause the problem. Thanks for the response, have a nice day!
Congratulations on your software, amazing! I recently discovered this . I wanted to ask you one important thing. Is it possible to transform polygons or subd into sdf? Or is it possible to ''draw'' aribitrary curves and shapes and give them an sdf solidity? Because if it was possible that would be great, you could model without topology constrains also real complex objects! Existing objects composed of curved surfaces, such as cars, complex and with a lot of details. But to do this a conceptual grid as in the polygon mesh type or nurbs patch is very useful, I think. It is difficult to model an object like a car by booleans of geometric solids. But if it were possible to approximate mesh objects in sdf matter then perhaps there would finally be born a new modeling paradigm. And if you can model a car (that contains all possible shapes except organic) you can model anything.
Thank you! Well unfortunately all underlying models have their specific pros and cons. Oculus Medium uses SDFs on a grid, in which case anything can become SDF but with some loss of detail and with no editability. Here you have the SDF tree in it's function form, which makes everything editable, but you lose speed with increasing number of primitives. I could add a mesh SDF primitive, but it would be a bit tricky and it would need to be discretized like in Medium. SDF Bezier curves is one thing that will be added, but those will be tubular structures. Bezier surfaces are perhaps too complex to evaluate and approximate. Anyway a new version is coming with some nice updates and though they don't solve all issues they can still be a good way to block out the shape or a starting point for sculpture. In time I will figure new ways to use this.
@@Clavicula I get it. I think tubular structures are also a good starting point for describing curves or segments, they can be useful, or turn into further more advanced tools as time goes on. Come to mind 3DCoat curves (which, however, under the hood, I think are just bezier). These have a ''fill inside layer'' option, I think it is called, which creates a solid surface that can be modified live on the three axes by moving the curves control points. However, the curves can't really be interpolated and joined, so it is not possible to create soft shapes that are fused together, like happen in subdivision surfaces. Anyway, I'm glad a new version is coming out soon, thank you very much for your reply and your work!
Is there any way to enable grid floor? It is very disorienting to model without any kind of a floor for a reference. It would also be very nice to restrict the banking rotation of the view, because being able to rotate in all 3 axes makes the navigation even more disorienting.
I will try to add some visual cues - grid floor, grid for snapping and there are a few more that are missing I actually prefer the free rotation, because I always get stuck in other software, but I will add option for orbit-like camera rotation
thanks! yes it was just simpler to release this way, because of how the rendering pipeline is done - in 0.9.9.4 you'll see the bounding box of the edited SDF only to give you some hint on what your are changing, but in the future I will show the primitive
My question though is efficiency, Is there hardware out there that takes advantage of this modeling type or are we stuck making use of gpus optimized for polygonal modeling? I cant imagine current gpus do this stuff efficiently since at the lowlevel we are using vector buffers to store models in memory etc Everything is points and faces in gpus, how does that get handled in this modeling type?
It's definitely not the most efficient modeling technique in terms of performance and I didn't implement it to replace modeling with polygons. Its evaluation depends on the number of SDF primitives so yeah, the more you have in the tree the more problematic the evaluation. But it's very nice for blocking out interesting shapes or hard-surface pieces, that you can then transform to mesh and use as assets in larger pieces. There are other ways to evaluate this, not through ray marching in shader. And maybe those are more suited for modeling large SDF trees, but you may lose in editability.
will try to show the creation of a simple model, I am preparing some more updates on SDFs but the basics are pretty general as far as CSG stuff goes: put objects together and modify shapes and operations/blending between them and the last SDF added always blends with the existing assembly it gets a bit trickier when you try to change the order of operations, but right now you can't easily do that anyway, will try to show something...
@@Clavicula Thank you for response. I'm still getting used to the interface and learning more about this modelling method and it's benefits compared to other workflows for hard surface models.
@@veeso2287 you and me both :) the benefit would be the completely editable / non-destructive pipeline. the downside of course is the fact that the more SDFs you have in the tree the slower it gets due to the complex evaluation (at least with this method of rendering) you can however model objects one by one and once you're done with an object bake it (right click on any SDF in the tree and voxelize the result with the detail you need - you lose the SDFs... but you gain in speed) alternately you can save the SDF in the tools panel before baking I will try to create a better render / model workflow that would involve some on-the-fly bake and keep the edits possible
@@Clavicula I'm liking this workflow, and I do believe it shows great promise. So far I'm still working my way through the modelling section of the app before I play around with the other features. The gears is a nice touch too.
Hidpi does not work on linux. I'm on a 4k screen and the UI elements are very small. I also tried clicking around with MODO experience, but I couldn't create anything other than a human.
You can try the new version 0.9.9.4, it should autoscale the UI and have extra control if you need it, like I'm showing here: ruclips.net/video/wMKUyolbGik/видео.html
Right click on any of the SDFs that form the tree, and go in Voxel menu > Voxelize (you can change the voxel size if the current is not small enough). I will add some hint for visualizing the voxel size in the scene. Once you do that you can export the mesh as OBJ from Save (top-left menu button or Ctrl+[Shift+]S)
This is something very interesting, but could I, for example, import objects made in another software, in order to do something with them like in the video ??? This would be awesome considering that the bevels are rendered immediately. I will definitely test this product.... When you try to make voxels like yours, the model just disappears (((
SDF modeling here only works with SDF primitives provided in the software - it's not a Mesh-to-SDF-to-Mesh modeler. You can however import external OBJ files into Clavicula, but you will have to use mesh CSG and sculpting techniques (and polygon modeling when it will be added).
it works with OpenGL 3.3 so if you have your latest drivers it should be ok. But, especially for SDFs, the bigger the hierarchy and screen coverage, the more costly the SDF evaluation will be - so a good GPU helps when using SDFs if you want to do more complex designs. Also check out the SDF tips here: ruclips.net/video/igMjt1CmoSE/видео.html
@@fearcry9979 oh sorry, yeah you add everything from the Tools Panel on the right - First tab > Tool represents the active tool that you will be adding in the viewport. glad you found it!
the idea was to have exactly the same UI in both desktop and VR. and it is pretty usable, I'm really fine with it for now. but the interaction is only partially done, so the main goal is to bring desktop and VR to the same level of usability
This looks great! (I think SDF modeling like this is the future and adobe knows it too) but its hard to make this software mainstream without a community, Why don't you make it a blender plugin and get paid? then everybody could really use it.
making it mainstream is not really my main goal here (if it happens - ok, if it doesn't and I get a software that I can use for what I have in mind faster than the others - great!) that said I will continue to do stuff to help users and usability as for coding in Blender, it would take time to learn the specifics, while here I already had a prototype in 1-2 weeks since I wrote the whole software from scratch (plus I have all the extra features that are specific to Clavicula and that are more familiar to me than Blender ones). so in the end it's a choice, and I'm pretty happy with this one
Indeed they do (all modeling techniques have pros and cons), that's why I added some info on optimizing the workflow when modeling in a separate video, and at the same time as shown here they are not supposed to be the final outcome of the modelling process - hence the voxelization step. In the future I will add some feature-aware polygonization so that the mesh can more accurately reproduce the original SDF tree. Personally I love that I can build some things without going too deep in technicalities and once I'm happy with it I polygonise and then add details using stamps or such.
Keep improving the SDF stuff it's amazing technology and unique!
I think there was a question from you about UI? here's how to scale it: ruclips.net/video/wMKUyolbGik/видео.html
This is mind blowing! more advance than any other SDF modeling apps I've seen! well done!
This looks insane! It's like the ideal hybrid between sculpting, poly modelling and CAD. I'd be interested to see what kind of topology it can export as to polygons
hey, you can see it at 2:15 - first I voxelize the SDF hierarchy and you get dense triangles (you can change the voxel size) - as extra postprocessing you can use Instant Meshes to get regular quads.
the pros of pure SDF modeling is that you get fully editable assembly and a clean mesh at the end with custom detail, the cons are that speed drops with large hierarchies (I added a video on how to optimize that somewhat), and also that you can't really sculpt this until you've turned it to mesh through voxelization.
but overall they give you a fast and easy means to create some block structures or hard surface objects that would be trickier to achieve otherwise
@@HeWhoShapes Oh nice I missed that it was using instant meshes. I guess the most amazing part to me is the CAD like intersections and the level of control you've added for bevelling/chamfering etc. That's pretty unique and way faster and more flexible than any CAD tool I know of and almost impossible in any sculpting or poly modelling tool. Incredible work!
It is called parametric modelling)
@@АртурАбдуллин-ц4х Yeah I know what parametric modelling is my friend. This implementation of it is unique though
@@admorris3898 that’s like if Fusion 360 and ZBRush had children. Such a nice modeling technique.
you tool its becoming amazing my guy
This piece of software is AMAZING! Finally some real Zbrush alternative!
This is very interesting. Looking forward to see more and try it myself !
This is the future of hard surface modeling that polygonal and nurb modeling cant do
Wow this looks super amazing !
This looks amazing!
Almost like a SDF-CAD, wow!
This SDF workflow is really refined, first time I see a chanfer change and contour awareness!!! What Is the planned licensing for this software?
In short, the software can be used freely for any project, personal or commercial (it's been like this since 2014 when it started under a different name: Neobarok):
clavicula.link/archive_clavicula/License.txt
@@Clavicula Congratulations, really nice! I downloaded it and found the object transform/manipulation could benefit from a 3D gizmo and a world grid for orientation/UX
@ yeah, it's on the to-do list, but so are a few other important things right now. hopefully this year I get around to do this
I think if you continue to develop SDF, then your product will become truly unique. Probably, SDF and sculpting together are not implemented at a sufficient level anywhere. Good luck
The game Dreams especially specializes in that.
@@MrMOGHammer this tool looks amazing, but the problem is no pros would wanna leasrn this tool, it starts too late, SDF in blender is the way to go. i dont wanna relearn all my hotkey for this
Is there a complete alignment function available?
no, but i will add some functions for that - maybe not in next release but for 1.0 you should have it. right now it's selection and transform / edit gizmos. next: alignment and more precision stuff
The SDF functionality is implemented very nicely. Will there also be SDF curves / splines?
Yes, in time! For now I just made some optimizations for speed and some fixes so 0.9.9.3 is on its way.
@@Clavicula Looking forward to more sdf basic models.
Would be so nice if remesher into quads would be recognizing intersecting edges for better topo.
I will add some better way to polygonize SDFs since they provide gradient /curvature information. So I can technically move the vertices around to accommodate high detail regions, and decimate the mesh in flat regions.
Could you make a step by step tutorial how to create a shape like this?
yes, will do!
@@Clavicula thank you !
Hi man, thanks for sharing your work. I have a problem, when I try to add sdf cube, sphere or any other sdf stuff it does not show up in the screen how can I fix that?
please tell me what your OS and GPU are. if everything else works (meshes) then it sounds like a gpu driver or shader issue on your GPU. make sure you have latest driver for GPU
@@Clavicula I am using Windows 11 and my gpu is rtx3050. I upgraded the driver again after your response and it did not work. Actually, I realize that when I try to add SDF model, program says 1 object in the screen but it does not show up on the screen. I think my computer cause the problem. Thanks for the response, have a nice day!
@@Ralnaksus haven't tested on Win11, I'll try to see what goes on there - probably some shader compilation issue
@@Ralnaksus I added a new release but only now I am getting to test this on Win11. Will let you know what I find out.
@@Clavicula Thanks for the response and sharing your work. I hope you can solve the problem. Have a nice day sir!
Congratulations on your software, amazing! I recently discovered this .
I wanted to ask you one important thing.
Is it possible to transform polygons or subd into sdf?
Or is it possible to ''draw'' aribitrary curves and shapes and give them an sdf solidity?
Because if it was possible that would be great, you could model without topology constrains also real complex objects!
Existing objects composed of curved surfaces, such as cars, complex and with a lot of details.
But to do this a conceptual grid as in the polygon mesh type or nurbs patch is very useful, I think.
It is difficult to model an object like a car by booleans of geometric solids. But if it were possible to approximate mesh objects in sdf matter then perhaps there would finally be born a new modeling paradigm.
And if you can model a car (that contains all possible shapes except organic) you can model anything.
Thank you! Well unfortunately all underlying models have their specific pros and cons. Oculus Medium uses SDFs on a grid, in which case anything can become SDF but with some loss of detail and with no editability. Here you have the SDF tree in it's function form, which makes everything editable, but you lose speed with increasing number of primitives. I could add a mesh SDF primitive, but it would be a bit tricky and it would need to be discretized like in Medium. SDF Bezier curves is one thing that will be added, but those will be tubular structures. Bezier surfaces are perhaps too complex to evaluate and approximate. Anyway a new version is coming with some nice updates and though they don't solve all issues they can still be a good way to block out the shape or a starting point for sculpture. In time I will figure new ways to use this.
@@Clavicula I get it. I think tubular structures are also a good starting point for describing curves or segments, they can be useful, or turn into further more advanced tools as time goes on. Come to mind 3DCoat curves (which, however, under the hood, I think are just bezier). These have a ''fill inside layer'' option, I think it is called, which creates a solid surface that can be modified live on the three axes by moving the curves control points. However, the curves can't really be interpolated and joined, so it is not possible to create soft shapes that are fused together, like happen in subdivision surfaces.
Anyway, I'm glad a new version is coming out soon, thank you very much for your reply and your work!
Is there any way to enable grid floor? It is very disorienting to model without any kind of a floor for a reference. It would also be very nice to restrict the banking rotation of the view, because being able to rotate in all 3 axes makes the navigation even more disorienting.
I will try to add some visual cues - grid floor, grid for snapping and there are a few more that are missing
I actually prefer the free rotation, because I always get stuck in other software, but I will add option for orbit-like camera rotation
A suggestion for the mesh output, is to use the base meshes as guides. Like modo do with the meshfusion. This is amazing!!
thanks! yes it was just simpler to release this way, because of how the rendering pipeline is done - in 0.9.9.4 you'll see the bounding box of the edited SDF only to give you some hint on what your are changing, but in the future I will show the primitive
clavicula still the coolest new software!
thank you! newest version is almost ready (0.9.9.9)
and by the end of the year version 1.0 should also be released with improved VR interaction
Clavicula is cool, maybe you can add a outliner and a pivot to move in a axis a primitive without rotate the viewport would be cool
My question though is efficiency,
Is there hardware out there that takes advantage of this modeling type or are we stuck making use of gpus optimized for polygonal modeling?
I cant imagine current gpus do this stuff efficiently since at the lowlevel we are using vector buffers to store models in memory etc
Everything is points and faces in gpus, how does that get handled in this modeling type?
It's definitely not the most efficient modeling technique in terms of performance and I didn't implement it to replace modeling with polygons. Its evaluation depends on the number of SDF primitives so yeah, the more you have in the tree the more problematic the evaluation. But it's very nice for blocking out interesting shapes or hard-surface pieces, that you can then transform to mesh and use as assets in larger pieces. There are other ways to evaluate this, not through ray marching in shader. And maybe those are more suited for modeling large SDF trees, but you may lose in editability.
Will it be possible to adjust shortcut keys? I hate the zoom being backwards
yes, in time it will be possible - it's not hard, just low on the to do list - will try to push some of these controls up a bit
How do you open the parameters tab? Which is the keyboard shortcut through which it opens?
Right click (without moving too much the mouse) opens the object menu.
@@HeWhoShapes Thanks!
This is a cool concept, congratulations on the development of the program, but is there any chance of us getting a detailed SDF modeling tutorial?...
will try to show the creation of a simple model, I am preparing some more updates on SDFs
but the basics are pretty general as far as CSG stuff goes: put objects together and modify shapes and operations/blending between them
and the last SDF added always blends with the existing assembly
it gets a bit trickier when you try to change the order of operations, but right now you can't easily do that
anyway, will try to show something...
@@Clavicula Thank you for response.
I'm still getting used to the interface and learning more about this modelling method and it's benefits compared to other workflows for hard surface models.
@@veeso2287 you and me both :) the benefit would be the completely editable / non-destructive pipeline. the downside of course is the fact that the more SDFs you have in the tree the slower it gets due to the complex evaluation (at least with this method of rendering)
you can however model objects one by one and once you're done with an object bake it (right click on any SDF in the tree and voxelize the result with the detail you need - you lose the SDFs... but you gain in speed)
alternately you can save the SDF in the tools panel before baking
I will try to create a better render / model workflow that would involve some on-the-fly bake and keep the edits possible
@@Clavicula I'm liking this workflow, and I do believe it shows great promise. So far I'm still working my way through the modelling section of the app before I play around with the other features. The gears is a nice touch too.
Hidpi does not work on linux. I'm on a 4k screen and the UI elements are very small. I also tried clicking around with MODO experience, but I couldn't create anything other than a human.
You can try the new version 0.9.9.4, it should autoscale the UI and have extra control if you need it, like I'm showing here:
ruclips.net/video/wMKUyolbGik/видео.html
@@Clavicula It worked, thanks for the quick support! What's your plan with this app. Did you consider open sourcing it?
@@davidbiro1246 I might, right now I just want to improve a bunch of things and I will think about it afterwards.
How can I export it, like a mesh?
Right click on any of the SDFs that form the tree, and go in Voxel menu > Voxelize (you can change the voxel size if the current is not small enough). I will add some hint for visualizing the voxel size in the scene. Once you do that you can export the mesh as OBJ from Save (top-left menu button or Ctrl+[Shift+]S)
This is something very interesting, but could I, for example, import objects made in another software, in order to do something with them like in the video ??? This would be awesome considering that the bevels are rendered immediately. I will definitely test this product.... When you try to make voxels like yours, the model just disappears (((
SDF modeling here only works with SDF primitives provided in the software - it's not a Mesh-to-SDF-to-Mesh modeler. You can however import external OBJ files into Clavicula, but you will have to use mesh CSG and sculpting techniques (and polygon modeling when it will be added).
I will have to check why the voxelize does not work for you, try to update graphics drivers. What GPU do you have?
@@Clavicula 3060 Ti. Where can I post feedback?
@@СолнышкоСолнышковно and I assume you are using the Windows version? for feedback you can use either email, or contact form from site.
@@Clavicula Okay, I can record a little video of how I do it and what happens!
the object asset libary amazing
the tools cool....big luck...
Can you import a OBJ file to use as reference?
yes, you can either Open an OBJ from file menu or load it as a tool in the right panel
Very impressive cudos.
Amazing!
Epic Software! take note! this needs an EPIC GRANT
that requires me to release the code, and I'm not sure I want to do that... yet
this looks amazing. How beginner friendly is it for someone who doesn't have a CAD background? I only know blender
I will make a short crash course on this, and you can decide from that if it's adapted to you.
is it free cause I don't see pricing there... and does it need to be VR??
it's free. you can run it both in desktop mode and if you have a Quest 2 / Rift in PCVR mode
0.9.9.3 is out with optimizations and fixes for SDFs: ruclips.net/video/igMjt1CmoSE/видео.html
One thing about SDF is if we could draw a spline and extrude an object out of it, and it was a SDF object
I will add that at some point, there are also other primitives and blend functions that can already be added, just didn't get around to do it yet.
what are the system requirements for macOS?
it works with OpenGL 3.3 so if you have your latest drivers it should be ok. But, especially for SDFs, the bigger the hierarchy and screen coverage, the more costly the SDF evaluation will be - so a good GPU helps when using SDFs if you want to do more complex designs. Also check out the SDF tips here: ruclips.net/video/igMjt1CmoSE/видео.html
how to use it? there are no tabs
not sure I understand what you mean by Tabs. you can take a look at the tutorials for starters: ruclips.net/p/PLNkhpsgsKTDDqcXsMKDOjYGqST8On5lSt
@@Clavicula
i mean how to use SDF?
@@Clavicula found!
@@fearcry9979 oh sorry, yeah you add everything from the Tools Panel on the right - First tab > Tool represents the active tool that you will be adding in the viewport. glad you found it!
How much is this? Is it free like Blender?
it's free
INCREDIBILE
Looks great for me a very old modeler but i have a question
Willl it:
Be free
It is and will remain free in the foreseeable future. Version 0.9.9.9 is soon to be released (couple of weeks).
@@Clavicula awesome 👍🏻
the ui is not user friendly with the oculus. probably the soft need to be fixed. the right hand doesn't work.
the idea was to have exactly the same UI in both desktop and VR. and it is pretty usable, I'm really fine with it for now. but the interaction is only partially done, so the main goal is to bring desktop and VR to the same level of usability
that said, the software promises great things in perspective.
mind:BLOWN
OKeeeeeeeeeeeey, Intersesting very very Nice.
Yup
Is this software free?
yes!
this software looks so cool but man its so overly complex
Tare.
Nice
wow
This looks great! (I think SDF modeling like this is the future and adobe knows it too) but its hard to make this software mainstream without a community, Why don't you make it a blender plugin and get paid? then everybody could really use it.
making it mainstream is not really my main goal here (if it happens - ok, if it doesn't and I get a software that I can use for what I have in mind faster than the others - great!)
that said I will continue to do stuff to help users and usability
as for coding in Blender, it would take time to learn the specifics, while here I already had a prototype in 1-2 weeks since I wrote the whole software from scratch (plus I have all the extra features that are specific to Clavicula and that are more familiar to me than Blender ones). so in the end it's a choice, and I'm pretty happy with this one
everything was awesome untill i turned the wireframe.
While amazing , sdf has tons of downsides people don’t understand. also render engines need to adapt to render sdf.
Indeed they do (all modeling techniques have pros and cons), that's why I added some info on optimizing the workflow when modeling in a separate video, and at the same time as shown here they are not supposed to be the final outcome of the modelling process - hence the voxelization step. In the future I will add some feature-aware polygonization so that the mesh can more accurately reproduce the original SDF tree. Personally I love that I can build some things without going too deep in technicalities and once I'm happy with it I polygonise and then add details using stamps or such.
What the fuck?!