Convert
Convert SDF shapes into standard Blender mesh objects. Chisel provides three meshing algorithms, each with different strengths.

Basic Usage
- Select a Chisel object
- Click To Mesh in the Object Properties panel, or use the Pie Menu (
Q) > North - Choose the algorithm and settings in the operator options
- The SDF is sampled and a polygon mesh is generated
Common Parameters
Resolution
- Range: 16 to 512
- Default: 32
- Effect: Grid resolution for SDF sampling. Higher = more detail, slower conversion
Padding
- Range: 0.0 to 0.5
- Default: 0.0
- Effect: Extra space around the bounding box (fraction of size)
Triangulate
- Type: Boolean
- Default: False
- Effect: Convert quads to triangles after meshing
Replace Original
- Type: Boolean
- Default: True
- Effect: Replace the SDF object, or create a new mesh alongside it
Algorithms
Dual Contouring (Default)
Produces quad-dominant meshes with sharp edge preservation using QEF (Quadratic Error Function) solving.
- Quad-dominant output topology
- Sharp edge preservation via QEF solver
- Best overall choice for hard-surface models
- Supports adaptive octree refinement
Adaptive options (Dual Contouring only):
| Parameter | Range | Default | Effect |
|---|---|---|---|
| Adaptive | Boolean | False | Enable octree refinement near features |
| Adaptive Depth | 1-8 | 1 | Extra octree subdivision levels |
| Feature Angle | 5-90° | 30° | Angle threshold for feature detection |
Marching Cubes
Classic algorithm that produces triangular meshes.
- Triangle output topology
- Good for smooth surfaces without sharp features
- Uniform grid sampling (no adaptive refinement)
Loop Recomposition
Traces curve boundaries from boolean intersections to generate clean edge loops. Also called Patch Decomposition.
- Clean edge loops following boolean boundaries
- Controlled edge spacing along curves
- Best when you need precise topology around boolean intersections
Loop Recomposition options:
| Parameter | Range | Default | Effect |
|---|---|---|---|
| Target Edge Length | 0.005-2.0 | 0.1 | Vertex spacing along curves |
| Min Rounding Segments | 2-16 | 4 | Subdivisions on rounding arcs |
See Also
- Rebuild Mesh - Update visualization without full conversion
- Baking - Generate texture maps from SDF