chisel
Chisel 4.0 · Blender 4.5+ Join Discord
Real-time SDF modeling for Blender

Carve.
DIFFERENCE.
Render.

Compose mathematical shapes — booleans blend like molten metal, every surface is mathematically smooth, and the ray-marched viewport shows the final result as you sculpt.

Q open the pie menu
Blender · raymarched viewport Difference
Boolean difference carving a cut out of a rounded box in the Chisel viewport
op →
Blender 4.5+ & 5.x 10 primitives, 3 curves, any mesh GPU compute renderer
Six operations

One stack.
Every boolean.

Chisel booleans run on the distance fields directly, so the result is always a single watertight surface — no mesh repair, no bad normals, no booleans that fall apart at zoom.

Ten primitives, three curves

Every shape, mathematically exact.

Each primitive is a distance function — infinite resolution, no subdivision setting, no topology debt. New in v4: the Oblong and the editable Ngon. Plus Curve Tube and Curve Revolve when you need to sweep a profile along a Bezier.

Five profiles

Pick the curve that matches the look.

Identical fillet shapes across rounding and blending. Hold the Adjust modal and tap 1–5 to swap between them live, on either a primitive edge or a boolean seam.

Round profile fillet

Round

1
Sharp profile fillet

Sharp

2
Soft profile fillet

Soft

3
Tight profile fillet

Tight

4
Chamfer profile fillet

Chamfer

5
What's in the box

Smooth math.
Real-time feedback.

Chisel is a tight set of operators built around one idea: model with distance fields and let the renderer show the truth, frame by frame.

Smooth booleans

Fillets fall out of the math.

Push Blend Radius above zero and the seam between two shapes becomes a smooth fillet — no extra geometry, no weld, just SDF interpolation. Pick the profile that matches the look you want.

keysCtrl+B
Blend radius gizmo smoothing a boolean seam into a fillet
Mesh to SDF · new in v4

Any mesh becomes a distance field.

Point Chisel at a mesh — a scan, a CAD import, a sculpt — and it bakes into a signed-distance grid. From there it is just another primitive: boolean it, blend it, mirror it, array it, emboss it. The grid is cached in the .blend, so reopening the file is instant instead of a re-bake.

whereRMB→Convert to SDF
A baked mesh SDF blended into a Chisel boolean chain
Bisect tool · new in v4

Cut with a line you draw.

Switch the tool to Bisect and drag across the viewport: every selected shape is cut by that plane, live. Draw a polyline instead and you get a fence of connected planes with a filletable crease at every corner. F flips the side you keep.

keysD→Bisect
Drawing a bisect line that cuts a Chisel shape in the viewport
GPU compute viewport

See the final surface as you sculpt.

The renderer is a GPU compute pipeline, and v4 puts a sparse brick volume in front of it: shapes bake incrementally in the background, so only the region you edit re-bakes. Progressive refinement holds your target framerate while you move and climbs to full quality when you stop. F12 renders straight through the camera.

keysQ
Rounding gizmo adjusting a shape in the raymarched viewport
Ngon · new in v4

Draw your own polygon.

Not every shape is a box or a cylinder. The Ngon is an extruded polygon you edit right in the viewport — drag the points, click an edge to add one, X to remove one. Every corner carries its own rounding and profile, and they stay clean even where the outline folds back on itself.

keys1–5corner profile
Dragging the points of an Ngon primitive in the Chisel viewport
Blender4.5+ / 5.x
EngineRaymarched SDF
RendererGPU compute
Primitives10 + 3 curves + mesh

Model in math. Sculpt without limits.

Hard-surface, organic, mechanical, abstract — every form lives in the same distance field, and in v4 so does any mesh you bring with you. Smooth where you want smooth, sharp where you want sharp, infinite resolution everywhere.

chisel — sdf modeling for blender