Uniform, the browser-based 3D modeling tool by Sparseal, has leveled up with version 1.4. And with it comes an ambitious bundle of features that aims to satisfy everyone from voxel fans to texture control freaks—though, as always, whether it’s ready for prime-time production use is a matter for further testing in real-world workflows.
SDF Modeling: Signed Distance Fields, Finally Functional
Uniform 1.4 delivers Signed Distance Field (SDF) modeling as a primary geometry representation. This method allows users to generate shapes by combining simple volumes with operations like union, subtract, and intersect, offering a parametric, non-destructive modeling workflow. Importantly, Uniform’s approach enables users to convert SDFs to polygonal meshes and vice versa. Artists can work either exclusively with SDFs or freely switch between SDF and polygon-based workflows—depending on the demands of their scene.
Fully Featured UV Mapping: Control Freaks Welcome
UV mapping in Uniform 1.4 isn’t just an afterthought—it’s fully integrated. The update introduces what Unfold calls “complete control” over UV coordinates for polygon meshes. You can move, scale, rotate, and stitch UV islands, apply checkerboard textures, and generate automatic UVs. Uniform also supports UDIMs. The checkerboard is useful for visualising UV distortion, though any pattern will do for the perfectionists who want exact texel density.
STL Export & 3D Printing Workflow
Uniform 1.4 adds STL export capabilities, enabling a full modeling-to-printing workflow. While the platform remains browser-based, it now includes tools specifically aimed at users preparing assets for 3D printing. STL files can be generated directly from the viewport and downloaded for local slicing. This makes Uniform viable for quick prototyping or artistic printing pipelines, assuming the topology passes muster.
Materials, Normals & Lighting
Normals can now be recalculated manually. Artists can smooth or harden shading across selected edges, bringing Uniform a step closer to DCC-grade modeling packages. Material assignment per polygon face is also supported, and materials can be previewed in a basic shading environment. While there’s no real-time path-tracing or ray-tracing yet, the shading previews make surfacing decisions easier during modeling.
For now, Uniform 1.4 is an exciting step forward for modeling. Just don’t cancel your Houdini or C4D subscription quite yet.