SdfGlue

A desktop editor for modeling 3D forms with signed distance fields, rendered live by raymarching.

About

SdfGlue is a tool for building complex 3D objects out of signed distance functions. It is a playground for mathematically defined shapes and for rendering techniques based on sphere tracing.

The architecture is open: custom SDF functions, composition operators and render passes plug in as plain XML and GLSL files. Scenes are largely Shadertoy-compatible: File → Export → Shadertoy gives a shader you can paste straight into a new Shadertoy.

Status

A hobby project developed by one person. Expect some rough edges; 4D raymarching and Unity export are experimental. Bug reports go to GitHub Issues.

This page is an unofficial showcase. The software, screenshots and renders are the work of Łukasz Lesicki.

Features

Editor

  • Blender/Unity-style camera controls
  • Live parameter editing and preview
  • Maximized and borderless fullscreen preview
  • Render passes drawn behind the editor windows
  • Keyframe animation timeline
  • Customizable layout and settings

Modeling

  • Rich library of SDF primitives
  • Hierarchical scene structure
  • Boolean and smooth blending operators
  • Position, distance and mix operators
  • Material blending

Output

  • Generated GLSL preview
  • Shadertoy export (single pass)
  • Unity shader export (experimental)
  • PNG image sequence export
  • Debug views: normals, iterations, SDF

Editor

Example renders

Live shaders

Scenes made in SdfGlue and exported with File → Export → Shadertoy, running live in your browser via WebGL2.

Requirements

OSWindows (tested on Windows 11)
Runtime.NET 10 Desktop Runtime
GraphicsOpenGL 3.3 or higher
Build.NET 10 SDK or Visual Studio 2026 — dotnet build src/SdfGlue.sln