I've experienced firsthand the challenges posed by traditional 3D modeling techniques. In 2021, we made a bold decision to move away from BREP (Boundary Representation) and mesh-based engines, opting instead for a Liquid 3D engine built with implicit geometry, also known as SDFs. This shift has not only transformed our approach to 3D design but also opened the door to what I believe is the future of easy 3D solutions. Writing our own kernel was no easy feat but we knew we had to build something new if we were going to make 3D easy.
The Limitations of BRep and Meshes
For too long, the industry has relied on BRep and mesh techniques, which, while having their advantages, present significant drawbacks that stifle creativity. BRep modeling can be overly complex, and meshes often create rigid structures that are difficult to edit. This destructive editing approach frustrates designers who crave flexibility and ease in their workflows.
Why SDFs Are the Future of 3D
By representing geometry with mathematical functions, SDFs enable non-destructive editing, allowing designers to experiment freely without losing their original models. Our liquid 3D enhances this experience by providing a dynamic framework that simplifies design. Users can manipulate shapes in real-time, making it easier to create complex structures. Key is the failure of the idea of templates and assets with meshes and breps because of their destructive nature and complexity in merging or blending parts together. Here is where SDF's shine: their ability to reuse UGC, like assets and templates, which on their own streamlines the design process, allowing creatives to focus on innovation rather than starting from scratch.With Liquid 3D, we’re not just rethinking 3D design; we’re revolutionizing the creative process itself.
Our commitment to developing a Liquid 3D engine is about democratizing easy 3D online tools. We aim to make 3D design accessible to everyone, from beginners to professionals, and develop AI-powered 3D capabilities for seamless 3D creation and editing.