@filmstop7828

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@alkeryn1700

blender working without topology is the first step into it becoming an actual CAD software on top of 3D modeling one.

@carbon3293

It is so so refreshing to find out about a "game-changing" new feature for a piece of software and for it to not just be AI

@xenofalcon

If Blender's NURBS modelling massively improves, it might just give plasticity a run for its money. Plus it will have to added beneift of being converted to a poly-mesh with little to no effort. Exciting times ahead for Blender.

N/A

All of these methods are very welcome, but... am i the only one who isn't frustrated by mesh modeling? It's a fun challenge sometimes, but so satisfying. Sure, if i had to do it as a living, with crazy deadlines, that would be annoying, but that's not the mesh modeling's fault

@NoScrewsLoose

I use cad software. Splines are hardly ever used.

What they should implement though are drawing planes. They’re basically invisible planes you can use to draw shapes on. This is what makes cad software so powerful, because you can use the drawing planes to precisely position objects

@michaelatorn8380

This sdf stuff really reminds me of how modelling in dreams on ps4 worked.

@bonster101

SDF has a whole game engine designed around it called Dreams on the PS5...its a technological masterpiece and it died because of lack of advertisement from sony.

@isaackershnerART

If blender natively supported robust NURBS and SDF, this would be the best modeling platform full stop.

@ansoncall6497

I have a lot of experience with SDF modeling in Cinema 4D with its Volume Builder. It is really good, and I'm glad blender users will get to try it out something similar. It can be very useful in a lot of different situations, and not just for modeling. However, It is incorrect to say you don't have topology. YOU DO! Or rather, YOU WILL! All of those SDF's have to be given a topology in order for it to be useful as a mesh and this is where you trade ease-of-use with sometimes extremely dense meshes. Ironically, those who are best enabled to deal with these dense meshes are, you guessed it, people who already know polygon modeling because you're going to have trade offs in the precision/density of the SDF derived mesh and lower polygon counts. You may need to retopologize or remesh in order for it to be useful.

Either way, its extremely fun technology.

@dotprodukt

I've been using SDFs since the demoscene in the 1990s and while it's great to see how much use they get today, to think that you can replace traditional explicit geometric descriptions with SDFs is a perspective that lacks a technical understanding of how these things are implemented and used behind the scenes. This is coming from someone who has been using SDFs for 30 years and has not seen them revolutionize 3d modeling in that time. I think SDFs can be great from a workflow perspective, but behind the scenes we need to create somekind of mesh representation to do more with it than just standard rendering (e.g. dynamic deformation/animation, physics/simulation, etc). It is this translation step I have a problem with, having implemented various kinds of SDF triangulation algorithms myself, and knowing that they fail to generate proper topology and edge flow.

@1DInciner

At the system design level Blender was designed as drafting CAD (almost everything in Blender that doesnot work like in max, maya or c4d actually works like in autocad - starting from input methods and axis orientation and ending with datamanagement principles)

Blender originally revolutionized mesh modeling by presenting the ability to extrude vertices to edges - which allowed mesh drafting techniques, enhanced mesh optimization workflows, and this was a decade before Sketchup.

@bluewolfofl7424

I genuinely can't believe I found a channel this good, informative and high quality and it's still very small. This is the type of production I imagine channels with millions of subscribers produce. Genuinely one of the best.

@jacobmougharbel3092

So we're getting plasticity and Womp and Photogrammetry in blender :O

@meh4598

Essentially CAD modelling tools that I have been using and importing to Blender. Oh the irony when Blender community roasted and raged to this same idea 10 years back.

@mihailazar2487

07:36
Believe it or not, blender's implementation of NURBS does not lack any features compared to other programs.There is much confusiton about those terms. 
but NURBS just refers to a way to take a bunch of points in 3D space and make a curved surface from them that has some special properties that make is very smooth.

What blender lacks is BREP, which is something different. BREP stands for Boundary-REPresentation. This is a data structure that represents by a constructing its surface using a patchwork of such surfaces. With NURBS you can make a cylinder, and a ball and any curved surface. But if you also have B-Rep, you can have the cylinder be the inside surface, the ball be the outside surface, and lo and behold: you have a "solid" object that's a ball with a hole through it. This is currently not possible to do with blender using NURBS. 
However, believe it or not, blender does actually have an implementation for B-REPs, it's called Bmesh. and as its' name implies, it is what it uses to represent meshes. Because in blender you might think you're editing a mesh, but that's not in fact true. A mesh can only have triangles. Blender lets you edit a Bmesh, which lets you have n-gons. This then gets converted into a mesh before rendering, because GPUs can only render meshes. This is also the reason why "mesh" editing sucks in most CAD programs. If you've ever tried to edit a mesh inside fusion360 you know that for some reason it's almost unusable. The subtle reason is that Fusion does not know ngons, does not know edge loops, does not know any of those things because they cannot exist in a pure mesh. Blender lets you edit a B-mesh which is smarter and can benefit from all those things. 

The only problem is that these 2 systems, the B-rep (B-mesh) and NURBS currently cannot interact with one-another. When they implement that, we'll basically have the same functionality that Plasticity or Moi3D has, (although that is not a trivial task)

@wailfulcrab

Think of SDF as extension of current metaballs. Meta object can achieve similar results but are more cumbersome to use and less viewport performant. For example you can make metaball do a boolean cut if you set its influence to negative, but you have to mind the order of adding positive and negative meta objects for blender to solve it the way you want. SDF don't have this problem, they operate similar way to a mesh boolean operation.

@DatDawgDev

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Love the editing style of these, keep it up! Loving the videos!

@Anthromod

You can also use SDFs to interact with conventional mesh geometry. For example I made geometry nodes tools that allow you to hollow and apply lattices to objects. It's really useful when designing models for 3d printing. Completely non-destructive so saves me having to take models out of blender to hollow, just because I made a change to it.

@mrgeniasworld4374

So informative and yet so concise! Proud to be one of the first 20k subscribers. Soon you'll be having a million more