---
title: Node Editor
order: 2
---

The **Chisel Shader Editor** edits the node tree of the active object's Chisel material. Pick it from any area's editor-type menu while the render engine is **Chisel**. Only the Chisel engine reads these trees; *EEVEE* and *Cycles* ignore them. A material without a tree shows nothing until **Create Node Tree** or **New Chisel Material** in the [Material panel](panel.md) builds one.

![a Chisel material tree: Color, Field, two Matcap Shaders, Mix Shader, Material Output](../assets/material-nodegraph.webp)

## Add menu

`Shift + A` in the editor:

![the Add menu with its Shader submenu](../assets/material-nodes.webp)

| Item | What it adds |
|---|---|
| **Search…** | Find a node by name. |
| **Input** | **Color** and **Field**. |
| **Output** | **Material Output**. |
| **Shader** | **Matcap Shader** and **Mix Shader**. |

## Color *(Input)*

A constant colour.

| Setting | Default | What it does |
|---|---|---|
| Colour swatch | `0.8, 0.8, 0.8` | The colour. |
| **Color** (output) | | Feeds a Matcap Shader's *Color*. |

## Field *(Input)*

A mask from another Chisel object: `1` inside that object, `0` outside. Moving the object moves the mask.

| Setting | Default | What it does |
|---|---|---|
| Object | none | The Chisel object whose shape is the mask. |
| **Factor** (output) | | Feeds a Mix Shader's *Factor*. |

## Matcap Shader *(Shader)*

One colour tinting the scene [matcap](../render-engine/matcap.md). **New Chisel Material** starts with one.

| Socket | Default | What it does |
|---|---|---|
| **Color** | `0.8, 0.8, 0.8` | The shape's colour, multiplied into the matcap. |
| **Blend** | `0` | How far this colour bleeds into a neighbouring shape across a seam, in world units. At `0` the colour seam follows the geometric blend; `0.1` gives a 10 cm colour transition even across a hard boolean. Where two shapes meet, the smaller *Blend* is used. |
| **BSDF** (output) | | Feeds a Mix Shader or the Material Output. |

## Mix Shader *(Shader)*

Blends two shaders by a field, with a soft edge.

| Socket | Default | What it does |
|---|---|---|
| **Factor** | | Takes a **Field** node: inside its object, *Shader B* shows. |
| **Smoothness** | `0.02` | Width of the soft edge between the two shaders. |
| **Shader A** | | The base shader: the object's own colour. |
| **Shader B** | | The shader shown inside the *Factor* object. |
| **Shader** (output) | | Feeds the Material Output or another Mix Shader. |

The mask shows only when the Mix Shader feeds the Material Output, a **Field** drives **Factor**, and **Shader B** is a Matcap Shader.

## Material Output *(Output)*

The end of the tree. The material renders only through this node.

| Socket | What it does |
|---|---|
| **Surface** | Takes a Matcap Shader or a Mix Shader. |

## Limits

> [!warning] Keyframed values do not animate
> Chisel uses the value from your last edit of the material on every frame, in the viewport and in F12 renders.

- Deep trees slow the viewport; a few nodes per material is typical.
