Rounding & Blending
Chisel uses the same five-profile system everywhere fillets exist: primitive edge rounding, boolean blends, mirror seams, array seams, prism bevels, emboss inner corners. Pick the profile, set the radius, done.
What’s the difference?
Rounding is the radius applied to the edges of a single primitive. Set it on the primitive and every applicable edge softens.
Blending is the radius applied at the seam where two shapes meet: booleans, mirrors, arrays, emboss/engrave. Set it on the modifier and the join becomes a smooth fillet.
Both use the same five profiles and the same numeric range. The only difference is whether they live on the primitive or on the modifier.
Smooth is the third layer: one Smooth modifier sets a radius for the whole model. Every join, edge and bevel sharper than it rounds up to it, and anything you already made rounder keeps its own value.
Topics
- Profiles: the five fillet shapes (Round / Sharp / Soft / Tight / Chamfer) explained
- Rounding: primitive edge rounding workflows and parameters
- Blending: modifier-seam blending across booleans, mirrors, arrays
Where each setting lives
| Surface | Setting |
|---|---|
| Primitive edges | Object Properties → SDF → Rounding + Profile |
| Ngon corners | Object Properties → SDF → per-point Rounding + Profile, or the orange gizmo handles |
| Boolean seam | Modifier panel → Boolean → Blend Radius + Blend Profile |
| Carve edge | Modifier panel → Carve → Blend + Outer + Profile |
| Bisect cut edge | Modifier panel → Bisect → Blend, or the orange ring gizmo |
| Bisect polyline corners | Modifier panel → Bisect → Corner Blend per plane, or the orange corner dots |
| Mirror plane | Modifier panel → Mirror → Mirror Blend |
| Array seam | Modifier panel → Array → Smooth |
| Emboss outer seam | Modifier panel → Emboss → Blend Radius + Profile |
| Emboss inner corner | Modifier panel → Emboss → Inner Radius + Inner Profile |
| Sweep path corners | Modifier panel → Sweep → per-point Rounding, or the orange gizmo handles |
| Prism / Trapezoid / Oblong vertical edges | Object Properties → SDF → Bevel + Bevel Profile |
| The whole model | Modifier panel → Smooth → Radius + Profile |