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Examples
All of the following examples uses the object coordinates as the input vector (Texture Coordinates > Object) on a plane, with the exception of 3D primitives which were raymarched with the UV sphere.
- sdArc
- sdArrow
- sdBezier
- sdBlobbyCross
- sdBox
- sdCircle
- sdCosine
- sdCross
- sdCutDisk
- sdEgg
- sdEllipse
- sdEllipseNewton
- sdFlatJoint
- sdRoundJoint
- sdHeart
- sdHexagon
- sdHexagram
- sdHorseshoe
- sdMoon
- sdOctogon
- sdParabola
- sdParabolaSegment
- sdParallelogram
- sdPentagon
- sdPie
- sdQuad
- sdRhombus
- sdRoundedBox
- sdRoundedX
- sdRoundedCross
- sdSegment
- sdSpiral
- sdSpiralArcs
- sdSpiralARound
- sdSpiralASquare
- sdStar
- sdStar5
- sdTrapezoid
- sdTrapezoidY
- sdTunnel
- sdVesica
- sdSquareStairs
- sdStairs
- sdUnevenCapsule
- sdUnevenCapsuleY





⬆️ This is the same as subtracting a constant from the vector length node





⬆️ Adapted from Ellipse - SDF (trigless, 3 iter)

⬆️ Adapted from Ellipse - distance 2D II which uses the newton solver





















⬆️ Archimede Spiral with round caps

⬆️ Archimede Spiral with squared caps









⬆️ Adapted from sdUnevenCapsuleY

⬆️ Adapted from sdUnevenCapsule






⬆️ makes a rune in the 0..1 uv space (Adapted from Shadertoy)








⬆️ This is the same as subtracting a constant from a SDF

⬆️ Adapted from cubic_pulse (D6464)

⬆️ Union with gap between SDFs

⬆️ produces a cylindrical pipe that runs along the intersection (see fOpPipe for more info)

⬆️ Union with intersection removed

⬆️ intersection with V-shaped cut out (see fOpEngrave for more info)

⬆️ intersection with groove cut out (see fOpGroove for more info)

⬆️ intersection with tongue cut out (see fOpTongue for more info)






⬆️ Bend position

⬆️ Colorizes a distance field.
