Isoline is a browser-based studio for designing procedural 2D and 3D geometry using a visual node graph. Build shapes from primitives, transforms and smooth boolean operations, then render them as CPU contours, GPU GLSL, or full ray-marched scenes. Isoline uses SDFs and not polygons. Instead of editing vertices, you build geometry by composing mathematical operations. Exports include PNG, ShaderToy-compatible GLSL and binary STL for 3D printing. Free, open source, and no installation required.
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Maker
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Hi Product Hunt! I'm Gaurav, the creator of Isoline.
I built Isoline because I wanted a faster way to experiment with procedural geometry.
Traditional modelling tools are built around polygon meshes. Shader coding is incredibly powerful, but exploring ideas often means writing lots of GLSL before you see any results.
Isoline sits somewhere between those worlds.
You build geometry visually using nodes, while the application generates the GLSL automatically. The same graph can be rendered as CPU contours, GPU-accelerated SDFs, or a fully ray-marched 3D scene. It also exports ShaderToy-compatible GLSL, binary STL for 3D printing, PNG snapshots and scene JSON.
This is intentionally Version 1. The core is stable, but there are still obvious limitations— better positioning, more nodes, materials and workflow improvements are all on the roadmap.
I'd genuinely love to hear what you think. Every piece of feedback helps decide what gets built next.
Thanks for taking a look!
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Finally, a way to sketch SDFs without wrestling with raw GLSL every time. The node graph makes the boolean ops feel intuitive, and exporting straight to STL saved me a trip through Blender.
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Maker
@aslhan345499 Thank you! Reducing that friction was one of the main goals. I wanted people to be able to explore SDF modelling visually instead of writing shader code from scratch, while still being able to export GLSL or STL when they're ready. I'm really glad the workflow resonated with you.
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solid launch, congrats! SDF-first instead of mesh feels pretty smart, I believe it skips all the retopo pain that makes smooth booleans fragile on polygons
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Maker
@artstavenka1 Thanks! That was definitely part of the motivation. SDFs don't replace meshes for every use case, but they make operations like smooth booleans and procedural blending much more natural than traditional mesh editing. I'm looking forward to expanding that workflow further.
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the node graph makes it really intuitive to iterate on SDF designs, and exporting straight to a ShaderToy-friendly format is a nice touch for quick sharing.
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Maker
@sevdayeilefqel Thanks! The goal was to make experimenting with SDFs fast while keeping the output portable. Being able to go from a visual graph to ShaderToy-ready GLSL without extra steps was a workflow I wanted from the beginning. I'm really glad it resonated with you.
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The way Isoline lets you hop from a 2D contour preview straight into a ShaderToy-ready GLSL export without touching a config menu is genuinely elegant, and keeping it browser-only makes the whole thing feel like magic.
Report
Maker
@dnegayretztem Thank you! That workflow was one of the main goals. I wanted to reduce the friction between experimenting with procedural geometry and getting usable GLSL out of it, while keeping everything browser-based. I'm glad that came across!
Finally, a way to sketch SDFs without wrestling with raw GLSL every time. The node graph makes the boolean ops feel intuitive, and exporting straight to STL saved me a trip through Blender.
@aslhan345499 Thank you! Reducing that friction was one of the main goals. I wanted people to be able to explore SDF modelling visually instead of writing shader code from scratch, while still being able to export GLSL or STL when they're ready. I'm really glad the workflow resonated with you.
solid launch, congrats! SDF-first instead of mesh feels pretty smart, I believe it skips all the retopo pain that makes smooth booleans fragile on polygons
@artstavenka1 Thanks! That was definitely part of the motivation. SDFs don't replace meshes for every use case, but they make operations like smooth booleans and procedural blending much more natural than traditional mesh editing. I'm looking forward to expanding that workflow further.
the node graph makes it really intuitive to iterate on SDF designs, and exporting straight to a ShaderToy-friendly format is a nice touch for quick sharing.
@sevdayeilefqel Thanks! The goal was to make experimenting with SDFs fast while keeping the output portable. Being able to go from a visual graph to ShaderToy-ready GLSL without extra steps was a workflow I wanted from the beginning. I'm really glad it resonated with you.
The way Isoline lets you hop from a 2D contour preview straight into a ShaderToy-ready GLSL export without touching a config menu is genuinely elegant, and keeping it browser-only makes the whole thing feel like magic.
@dnegayretztem Thank you! That workflow was one of the main goals. I wanted to reduce the friction between experimenting with procedural geometry and getting usable GLSL out of it, while keeping everything browser-based. I'm glad that came across!