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A procedural node-based 3D modeler that uses raymarching to render the scenes

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ProcSDF

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| Nope. This wasn't rendered in ProcSDF (yet :p) but in Blender. Hopefully we'll be able to render something like this in ProcSDF pretty soon. Godspeed, I guess.


What is ProcSDF?

An open-source, procedural, node-based, raymarched 3D creation tool.

  • It's open-source. Though this has started as a final year BTP project as a part of our CSE coursework, we plan on making it a community-driven project once the BTP is done with.

  • It's procedural and node-based. Everything happens through nodes. The node workspace is your playground; add primitives, translate them, rotate them, perform operations and set up materials (TODO : materials :p) - all in the workspace.

  • It's raymarched. Think raytracing, but more fun. Check out this very fun blog to know more about raymarching. Other than that Inigo Quilez's resources on raymarching are always a godsend.

How to run ProcSDF?

Until we release this as a binary - the easiest way to run this is installing Visual Studio 2019 (2022 might work too, but all developers currently use 2019), the C++ development thingie - Visual Studio Desktop C++ development pack (or anything similar, since C++ is no longer a default language since at least Visual Studio 19), and open the ProcSDF.sln file in VS 2019 before running the application.

Tell me more about ProcSDF

  • The GUI's made in the friendly neighbourhood GUI library - ImGUI. Check it out here.

  • The pipeline and rendering stuff is handled in OpenGL.

  • Features :

    • Primitives, Operations on them, translations and rotations.
    • Adding your own SDFs
    • Materials (coming soon)
    • and we'll figure the rest of the stuff out as we go.
  • The name doesn't have much thought to it. Though it does have a nice ring to it. We were working on making a procedural node based 3D edition software that uses SDFs and so, comes the name ProcSDF