a metaball-first blobjectery
blobjecterySketch with geometric abstractions, not curves or topology. Drop soft primitives into space, move them together and they fuse — osmotic union — into blobjects. A metaball-first workshop for the early, unstructured phase of form-finding.
one fused body · SEATL chrome finish
Every form in glisten is a signed distance function, raymarched together on a single quad and combined with a smooth minimum. There's no mesh while you work — just fields melting into one another. Add fuses two forms into one; Subtract carves. A per-form slider says how molten each joint reads; a global Blend × multiplies them all at once.
Infill doesn't just hollow a part, it re-grows the inside as one continuous lattice — gyroid, Schwarz-P, an octet truss, a sheared 4D-style strut weave, or this one, Voronoi foam, rounded cell-edge pipes with real open windows. Grade it: dense and stiff at one end, open and soft at the other, the same trick a printed midsole uses. Set cell size and wall thickness in real millimeters and it fuses, weighs and exports as one lattice solid — the viewport shows exactly what prints.
Select two forms and Braid winds strands around the path between them — two strands make a twisted wire pair, three at the right twist a classic braid, five or six spread loose into a woven tube. Interlace fuses the strands where they cross, so it reads as one rhythm instead of parts, or drop Spread to zero and collapse it to a rope. It sags on a real catenary if you leave gravity on. Commit it and it's ordinary clay from there — gumball, color, re-edit, export.
Filigree traces fine wire across a form's own surface — not a decal, it walks the actual distance field, so it bends and wraps wherever the body curves. Dial Scroll from wandering toward tight intentional spirals, set the wire gauge in real millimeters, and the readout counts total wire length, the same number a goldsmith would want. It rides the form permanently: bends with it, shows up in Rendre, and counts in the weight and every export.
Grow doesn't sculpt an octopus, it grows one, from a seed, through a skeleton of tapered bones fused into one smooth skin — the same machinery as the tree and the figure, aimed at eight curling arms instead of branches. Drag any joint dot and the skin follows live; reroll and it's a different animal every time. Pose it, key it, and it morphs on the turntable, or melt it straight into the clay and boolean against it like anything else.
Press ◆ Keyframe, change the model — move it, resize it, add a form, delete one — press ◆ again, and the Turntable becomes the playhead: camera spins while the whole model morphs through your poses. A form added between keys doesn't just appear, it swells into the body; one removed melts away. It isn't a separate animation tool bolted on — it's the same clay you were already sculpting, just given a timeline.
Every material lives in a searchable library, hundreds deep, real names not swatches — type “gold” and every gold reads back, type “pearl” and it finds that too. Right-click any part and Edit material opens the real PBR sliders underneath: metal, roughness, glass, IOR, clearcoat, sheen, glow, plus a decal slot and a paint tool. Edit one and it forks a session copy, so the library itself never gets scuffed up — undo and the part goes back to wearing the original, untouched.
Same engine as glisten, a different dialect on top — five things that only exist in the Italian room.
The sliders wear chrome: every dial turns like a real cross-handled tap, ratchet click at each notch. The drawer leads with things, not shapes — a Fiat, a payphone, a lion's-mouth letterbox, scanned in Italy and dropped into the same clay as everything else. Grata's Rosa mode turns a thin disc into a rose window, radial spokes and rings computed rather than carved. Cassettone bosses a blob into a Renaissance coffered door. And the render room keeps a shelf of twenty procedural Italian marbles — Carrara, Calacatta, Verde Alpi, the porphyries — computed from where a point sits in space, so there's no seam no matter how you cut the part. Same clay underneath, a different dialect on top.