ConjureSDF | Public Alpha v0.1.5 - Trailer

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  • Опубликовано: 30 май 2024
  • ConjureSDF is out now! Get it here:
    Gumroad: johnkazart.gumroad.com/l/csdf
    Blender Market: blendermarket.com/products/co...
    I also post updates in these places:
    x.com/JohnKazArt
    blenderartists.org/t/conjures...
    www.artstation.com/johnkaz
    Huge thanks to Hubert Krzykalski for letting me use one of his Conjure creations in this trailer! Check them out here:
    x.com/HubertKrzykal
    www.artstation.com/hubertkrzy...
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Комментарии • 112

  • @braccianobracciano5567
    @braccianobracciano5567 23 дня назад +6

    For Blender 4.1 I will buy...

  • @RichMakeGame
    @RichMakeGame 26 дней назад +8

    as soon as it's ready for 4.x I'm grabbing it! can't wait, good luck with the alpha

  • @SpencerMagnusson
    @SpencerMagnusson 29 дней назад +12

    Yooo I'm so hyped!! Congrats on getting it to public alpha. Loved seeing the progress up until this point. Hopefully the 4.0 + gpu conversion goes smoothly.

  • @MACHIN3
    @MACHIN3 29 дней назад +21

    🔥

  • @BrunoBraders
    @BrunoBraders 27 дней назад +1

    Congrats on the release. Will buy as soon as it appears on Blender Market ! Cheers

  • @scuube7176
    @scuube7176 29 дней назад +1

    This is a fantastic tool! I'm looking forward to using this 🙌

  • @ckivang
    @ckivang 29 дней назад +6

    good job , it's a game changer,! can't wait to see it in next months!

  • @322ss
    @322ss 27 дней назад +1

    Implementation looks really neat!

  • @user-dw9jr4iv6s
    @user-dw9jr4iv6s 29 дней назад +4

    Looking forward to using it very much

  • @Malaveldt
    @Malaveldt 26 дней назад

    I got it and am using it right now. This is going to be very useful in my 3d concept pipeline

  • @onerimeuse
    @onerimeuse 26 дней назад +1

    Oh, what luck. Watched a video on this a year ago, right as I was falling out of 3d modeling. Just fell back, went to get this to try and hadn't realized back then that it hadn't been released, and still hadn't. So I just accepted my. Fate and went back to basic poly modeling. This was, like, three days ago. And today you post this? Chiver me timbers boatman! Aaaamazing.

    • @onerimeuse
      @onerimeuse 26 дней назад

      Also, no, I have no idea what shiver me timbers boatman means. I blame it being 330 am and I'm at work buzzing on a bit too much/just the right amount of coffee😅

  • @scriptedAI
    @scriptedAI 29 дней назад +1

    This looks awesome

  • @DodgeDitchburn
    @DodgeDitchburn 26 дней назад

    Wow, yes, buying, looks amazing!

  • @attilamolnar2499
    @attilamolnar2499 28 дней назад

    Congrats!

  • @ObscureHedgehog
    @ObscureHedgehog 29 дней назад +1

    MADNESS!!! 🔥🔥🔥🚒

  • @blender_3d
    @blender_3d 29 дней назад

    looks cool and promising! отличная работа, сэр!

  • @RedaHarrouss
    @RedaHarrouss 28 дней назад

    magic

  • @millie2079
    @millie2079 22 дня назад

    Whoa. This is like the volume modeller in C4D

  • @All2D-BaL
    @All2D-BaL 29 дней назад

    Looks to good to be true 😄

  • @AlvaroALorite
    @AlvaroALorite 26 дней назад

    Oh boiiiiii

  • @slamm600
    @slamm600 29 дней назад +1

    Take my money!!

  • @seth111yta1
    @seth111yta1 27 дней назад +12

    "for Blender 3.3" WHAT YEAR IS IT

    • @Xathian
      @Xathian 21 день назад +4

      He built it around bGL which was depreciated slowly over versions past 3.3 and removed entirely in 4.0

  • @naborsjw
    @naborsjw 29 дней назад

    Yoooooooo buying now

    • @Puckerization
      @Puckerization 29 дней назад

      Was the €40 you spent worth it?

  • @Alex-mc4fh
    @Alex-mc4fh 29 дней назад

    I will have to remember that thing in 4 years when i need to model an engine lol

  • @seeshaplekhanov5507
    @seeshaplekhanov5507 25 дней назад +1

    i waited this so long, im so happy man) bthw thanks a lot fot Ukraine

  • @Mandance
    @Mandance 21 день назад

    When will this support 3.6 and later versions? Great stuff!

  • @bUildYT
    @bUildYT 28 дней назад +1

    damnnnn wth is that coming from, im looking for smt like that for years!

  • @ufffd
    @ufffd 29 дней назад +1

    is there any chance to export some kind of data model of the SDF without meshing? I'd love to have a SDF composition tool that exports cleanly for use in a fragment shader. really cool work either way, will definitely be checking this out

    • @JohnKaz
      @JohnKaz  28 дней назад +2

      Yes! I've been kicking around that idea for a while now actually. A kind of "export for Shadertoy" right?
      It's not very high on my priority list though. But I can try to take a look at it as part of the rewrites to support Blender 4.0+.

  • @긔신_ChibiGhost
    @긔신_ChibiGhost 29 дней назад +2

    I think this will be a game changer for the 3D industry.
    이건 3D 업계에 게임 체인저가 될 거 같습니다.

    • @stanislawwokulski491
      @stanislawwokulski491 29 дней назад +4

      Yeah, like every new feature in blender. Like geometry nodes which are very limited version of features from hodini 10 years ago? I love blender but please, stop talking over and over again this sentence becouse it"s not true.

    • @misanthrope_01
      @misanthrope_01 28 дней назад

      This "feature" has been in 3D for decades. Poor blender kids need to get out of their safe spaces more.

    • @jorgezombie78
      @jorgezombie78 28 дней назад

      @@stanislawwokulski491 yeah geometry nodes are limited compared to Houdini. I guess Houdini is free and open source, right, that's why it's in everyone's computers. How does Houdini compare to ZBrush? How's Houdini plugin ecosystem? Also free I hope.

    • @jorgezombie78
      @jorgezombie78 28 дней назад

      @@misanthrope_01 where? Cinema 4d implemented it in 2018 but that's it? Where's the feature in maya? Where's the feature in ZBrush?

    • @322ss
      @322ss 27 дней назад

      @@stanislawwokulski491 Well it is "game changer" every time these younger folks see a new feature... which has been already implemented elsewhere usually in some form. I remember similar tech was used like 2 decades ago (metashapes of some sort, can't remember the name of the software), but it fell out of popularity because of meshing quality.

  • @bipmatt
    @bipmatt 29 дней назад +3

    Niiiice!., 1:35 That retopology is that done with a click in the plugin or thats manual retopology?

    • @JohnKaz
      @JohnKaz  29 дней назад +3

      That's manual retopo. The current workflow for that is not great, but I have plans to improve it over the course of Alpha.

    • @bipmatt
      @bipmatt 29 дней назад

      @@JohnKaz thansk for your transparency. p.s nice music choice!!!
      any idea on a timeline when the mac version is released?

    • @arnoldsenaida9183
      @arnoldsenaida9183 28 дней назад +1

      @@JohnKaz If possible, it is best to retain the original low mold and no chamfer, which is convenient to match the high mold.Thank you!

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      @@bipmatt Thanks! Hard to say, I have plans in the next ~6 months to upgrade to support 4.0+ which in theory should also allow macOS support. But I am not sure of this yet, needs more testing.

    • @iKaGe01
      @iKaGe01 27 дней назад

      ​@@JohnKazThe result of the manual work was clean though. Was that using any tools like say quad remesher?

  • @containedhurricane
    @containedhurricane 28 дней назад

    Impressive. I think ConjureSDF could potentially kill Box Cutter, Hard Ops and Fluent add-ons. Unfortunately, Blender Python API keeps changing in each version, so the add-on would likely not work anymore if the developer abandons it in the future. It might compete with Clavicula

    • @JohnKaz
      @JohnKaz  28 дней назад +3

      Clavicula3d, MagicaCSG and Susbtance modeller are standalone applications. I don't see Conjure as directly competing with them.
      The power of Conjure being in blender is that you can combine it with other workflows. So I also don't see it as (or want it to) "kill" Box Cutter or other modelling addons. I personally use Conjure as a part of my workflow, it does not replace everything.
      Some things are perfect for SDF modelling, and many other things are done quicker/easier/etc. with regular polygon modelling.

  • @arahovhannisyan855
    @arahovhannisyan855 29 дней назад

    😘😘

  • @bUildYT
    @bUildYT 28 дней назад +3

    how long does blender market need to review that? hours, days or weeks? i neeed that rn!!!

    • @JohnKaz
      @JohnKaz  28 дней назад +2

      Should be available on blender market in the coming days!
      They say the review process takes 2-5 days depending on how many products need reviewing.

    • @bUildYT
      @bUildYT 28 дней назад +2

      @@JohnKaz great, is ur addon "simply" using modifiers in a very smart way or did u write ur own code lines!

    • @JohnKaz
      @JohnKaz  28 дней назад +2

      @@bUildYT Most of the workflow actually relies on a custom rendering engine written in python/openGL.
      The cleanup step of the mesh conversion does use some modifiers.

    • @bUildYT
      @bUildYT 28 дней назад +2

      @@JohnKaz cool!

  • @ThoughtsFew
    @ThoughtsFew 29 дней назад

    Fingers crossed retopo isn’t a nightmare

    • @everbita1723
      @everbita1723 29 дней назад

      I suppose you can do retopology like any other mesh

    • @JohnKaz
      @JohnKaz  29 дней назад +5

      Sadly it's as much a nightmare as any sculpted mesh. That is one of the main weakpoints of the workflow currently. And I have plans to get automatic low poly mesh generation implemented. Something closer to what you might get out of Plasticity3d

  • @UnchartedWorlds
    @UnchartedWorlds 29 дней назад

    Bro, when out? I've been waiting for 2 years for public version

    • @JohnKaz
      @JohnKaz  29 дней назад

      It's out, right now.

  • @TWLpontus
    @TWLpontus 28 дней назад +1

    It is not on blendermarket right now (it seems like it got removed) :( Looks promising though!

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      It's still in the review process, that's just what it shows when the product is not yet available.
      Should be available on blender market in the coming days!

  • @davidaaronzavalacabrera2850
    @davidaaronzavalacabrera2850 23 дня назад

    Can you modified your primitives on "edit mode" or you can only do the booleans for modeling?

    • @JohnKaz
      @JohnKaz  23 дня назад

      Currently no editing. Though the primitives are parametric, and more shapes are planned for the near future

  • @Uriel4D
    @Uriel4D 26 дней назад

    Is there any way to make a spiral? Like threading a bolt.

    • @JohnKaz
      @JohnKaz  23 дня назад +1

      Not currently, but spirals, threads, trapezoids, curves etc. Are planned for a big future update (1-2 months from now)

  • @cnucnu3462
    @cnucnu3462 28 дней назад

    how to get a basic sdf object that have a chamfer edge (not rounded)??

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      If you mean chamfered corners instead of rounded ones. This is planned but not in the addon yet. Not every primitive will have a "chamfered" version either. It's all very maths heavy.

  • @nammco1286
    @nammco1286 25 дней назад

    "support for 4.0 and newer versions is planned" so this mean it will fully come out for later versions as it get updated?

    • @JohnKaz
      @JohnKaz  23 дня назад

      The 4.0+ update is part of Alpha. But yes its first release is slated for 4-6 months from now.
      If you want to wait to buy it until then, that's totally understandable.

    • @nammco1286
      @nammco1286 23 дня назад

      @@JohnKaz I would love to buy it NOW and try it out. But since it is recommended a system with GTX 1070/RTX 2060 while mine is a 1660 super + r9 5950x + 64gb and it is struggling with the boolean workflow. So I think i will have to wait until i get an upgrade?

  • @user-bs1xx9nm9l
    @user-bs1xx9nm9l 26 дней назад

    Will this addon support the custom shape in the future?

    • @JohnKaz
      @JohnKaz  23 дня назад +1

      More primitive shapes are planned to be added, and Mesh->SDF conversion will eventually be added too.

  • @cyanide227
    @cyanide227 6 дней назад

    Can you please model a car with this, or, something without symmetry

  • @hnx9083
    @hnx9083 5 дней назад

    Buy now, does it support 4.X?

  • @kyounokuma
    @kyounokuma 28 дней назад

    This looks awesome! Any plans to support Blender on MacOS in the near future?

    • @JohnKaz
      @JohnKaz  28 дней назад

      Thank you! Theoretically the changes needed to support 4.0+ should also enable MacOS support. But I am not certain of this.
      I'd love to support MacOS but they have decided to stop supporting OpenGL. Which also caused many issues for Blender itself for a while.
      Rest assured if I do manage to get MacOS support working, I'll be shouting it from the proverbial rooftops!

  • @red4666
    @red4666 29 дней назад

    how similar is this to how Adobe Modeler works? And why only Blender 3.3/3.6 ..is it because they've removed MeshToSDFVolume Node in subsequent releases?

    • @JohnKaz
      @JohnKaz  29 дней назад +6

      No it's actually because the bgl api is deprecated in newer versions.
      Similarly, MacOS doesn't support openGL anymore so it's only available on Windows/Linux. (for the time being)
      I am planning to upgrade the addon to 4.0+ in the next 6 or so months.

    • @ufffd
      @ufffd 29 дней назад

      ​@@JohnKaz openGL is only deprecated, I code glsl shaders on my mac all the time. unless you mean specifically in blender?

    • @JohnKaz
      @JohnKaz  28 дней назад

      @@ufffd Specifically in Blender it causes issues. I've checked with a few other addon developers. Better to say "Mac not supported" than to get frustrated customers.
      But, I will eventually support Mac.

  • @TR-707
    @TR-707 28 дней назад

    will my computer explode?

  • @maksymrockatansky
    @maksymrockatansky 29 дней назад

    For some reason product was suspended on BlenderMarket :C

    • @JohnKaz
      @JohnKaz  29 дней назад +1

      It's still in the review process, that's just what it shows when the product is not yet available.
      Should be available on blender market somewhere next week!

  • @hanumaanek
    @hanumaanek 25 дней назад

    is this manual retopo? 1:34 ?

    • @3TQHAJSHNQ
      @3TQHAJSHNQ 24 дня назад

      He mentioned in another comment yes, its manual. I was also confused and I think its kind of sneaky to include that topology in the video like that

  • @dazecm
    @dazecm 29 дней назад

    SORCERY!

    • @dazecm
      @dazecm 29 дней назад

      Sadly, only available on Gumroad, which I dislike, first and foremost for having to opt-out of saving credit-card details. That should be opt-in for security reasons given how many websites lack proper security and end up leaking credit card details. I prefer to make creditt card entry easy on my end using my Mark Brain™ memory system.
      Also not impressed with Gumroad showing $40 price on product page but this is changed to $43.43 in checkout. Not cool. Good luck with Alpha. Can't wait for Blender 4.0 update and as soon as it is available on Blender Marker, it's an instant buy.

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      @@dazecm I fully understand, that's why Conjure is also coming to Blender Market. It's currently being reviewed and should be available in a few days.
      Regarding the pricetag on Gumroad. It probably showed 40 *euros* on the product page, which converts to 43.43 USD. That can admittedly be easily missed.
      (Blender Market listing will be in USD normally)
      4.0+ update is planned and part of the Alpha updates🙏

  • @Uriel4D
    @Uriel4D 26 дней назад

    How to install ModernGL in Ubintu?

    • @JohnKaz
      @JohnKaz  26 дней назад +1

      Ah yes this is now a known issue since it has happened to a few people after launching to the public. (these things never happen in pre-alpha of course...)
      With your purchase you should have received an invite link to our private discord server. We have some workarounds there (depending on your OS/exact issue)
      If you don't have/use discord no worries. The moderngl related issues are my top priority for the first update! Worst case you will see some updated documentation videos (or in the addon itself) to work around this issue.

    • @Uriel4D
      @Uriel4D 26 дней назад

      @JohnKaz thanks for the reply. I've asked my tech support to look at this issue as well, but so far no solution has been found.

  • @merion297
    @merion297 29 дней назад

    Cool! Any chance for a macOS version?

    • @JohnKaz
      @JohnKaz  29 дней назад +1

      As part of the update to support 4.0+ maybe? I am not sure yet sadly. (That will happen in the next 6-12 months)

  • @Fotenks
    @Fotenks 29 дней назад

  • @aitorrandez
    @aitorrandez 28 дней назад +1

    maaan I wish this was for 3dsmax x)

  • @jorgezombie78
    @jorgezombie78 28 дней назад

    the acount in blendermarket is suspended

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      It's still in the review process, that's just what it shows when the product is not yet available.
      Should be available on blender market in the coming days!

  • @cnucnu3462
    @cnucnu3462 28 дней назад

    How to add more root ?

    • @JohnKaz
      @JohnKaz  28 дней назад +1

      Currently there can only be one root per blend file. If you want to have multiple SDF "parts" that don't interact with each other. Set their boolean operation to "union", and blending to "none"
      In the meshing phase you can hide/unhide primitives to mesh your asset in parts.

    • @cnucnu3462
      @cnucnu3462 27 дней назад

      @@JohnKaz I want to divide an object into different structural parts. For example, a wheel has a hub, screws, and tires. I want to make them independent in terms of material design. Rather than the noodles coming out as a merged whole. Although I can recombine from multiple blend files, it is very detrimental to size alignment. So it is necessary to be able to add multiple roots.

    • @JohnKaz
      @JohnKaz  26 дней назад

      @@cnucnu3462 As part of the 4.0+ upgrade, I have some plans to make it less confusing to manage separate parts🙏
      But as I said it is possible to mesh parts individually already, simply hide the primitives (via the outliner) you don't want to include in the mesh.

  • @Qwerty-iw4ks
    @Qwerty-iw4ks 28 дней назад

    hello, can i just smooth exisiting hipoly model from CAD to get fillets like it is usually done in Zbrush?

    • @JohnKaz
      @JohnKaz  28 дней назад +2

      That's not what this addon is designed for. It doesn't work with CAD/triangle meshes.
      If you want to emulate the Zbrush dynamesh workflow in Blender, voxel remesh + smoothing is all you need.

    • @Qwerty-iw4ks
      @Qwerty-iw4ks 28 дней назад

      @@JohnKaz yeah. But blender remesh is too slow compare to zbrush

  • @IRO855
    @IRO855 29 дней назад

    No Mac Version :(

  • @scotthammond6589
    @scotthammond6589 28 дней назад

    the more i see stuff like this the more i wish autodesk would completely rebuild maya from the ground up to support geometry nodes and plugins like this.

  • @JesusIsRealJ1247
    @JesusIsRealJ1247 29 дней назад +1

    Dude, you really should have told us 4.0+ is not supported. I would have rather waited for the release of this be it, alpha, beta, etc. With a current release of Blender supported. Great work otherwise.

    • @JohnKaz
      @JohnKaz  29 дней назад +1

      I fully understand your sentiment. Plenty of other people are willing to go down to 3.3 to use it though. So I hope you give it a try once I update it to support 4.0+
      (Should happen in the next 6-12 months)

    • @GinnyGlider
      @GinnyGlider 29 дней назад +3

      At least it explicitly stated on Gumroad. A reminder 3.3 is an LTS meaning it will continue,
      to receive supported updates until september. (Same with 3.6 LTS but ends in a year).
      -
      If your workflow allows it, then once you have completed and converted your model into a mesh, opening it in,
      Blender 4.0+ should not present any issues. However, this does involve managing multiple versions of Blender.
      To facilitate this, you can use portable versions of Blender or a management software named 'Blender Launcher'
      -
      Hope this provides you with an idea of working with the trade-offs.
      (P.S. I am sharing this because I use this approach in my animation workflow :)