Render Tab
When the Chisel render engine is active, these sections appear in Render Properties. Chisel uses a custom GPU ray-marching engine that displays SDF shapes in real-time with matcap shading.

Matcap
Chisel uses matcap (Material Capture) images for viewport shading.

Matcap Selector
- Description: Grid of available matcap thumbnails
- Effect: Changes the viewport shading appearance
Use Specular
- Type: Boolean
- Default: False
- Effect: Adds a secondary specular matcap layer for highlights
- Only available when the selected matcap has a matching specular variant
A matcap is a pre-rendered sphere image that maps surface normals to colors. When the renderer computes a surface normal, it looks up the corresponding color in the matcap image.
Matcaps are stored in the addon’s matcap folders:
matcaps/diffuse/- Base matcap imagesmatcaps/specular/- Optional specular layersmatcaps/thumbnail/- Preview thumbnails
Quality
Control the precision and range of the ray-marching renderer.

Max Steps
- Description: Maximum ray-marching iterations per pixel
- Range: 16 to 4096
- Default: 248
- Effect: Higher = better quality for complex scenes, slower rendering. Increase if you see artifacts on detailed shapes
Hit Threshold
- Description: Distance from surface to consider a “hit”
- Range: 0.0001 to 0.01
- Default: 0.001
- Effect: Lower = more precise surface detection. Decrease for fine detail, increase for performance
Max Distance
- Description: Maximum distance a ray will travel before giving up
- Range: 10.0 to 1000.0
- Default: 100.0
- Effect: Limits how far rays search. Increase for large scenes, decrease for performance
Performance
Optimize viewport responsiveness with adaptive quality, BVH acceleration, and view region clipping.

Adaptive Quality
Reduces rendering quality while navigating the viewport, then restores full quality when idle.
- Enable Adaptive Quality: Toggle (default ON)
- Navigation Steps: Ray-marching iterations during camera movement (4-128, default 32)
- Navigation Threshold: Hit detection precision during movement (0.001-0.05, default 0.01)
- Adaptive Resolution: Viewport resolution while interacting (1-100%, default 35%)
Boolean Solver
Controls the Blender modifier solver used for visualization meshes (not the SDF renderer).
- Options: Float / Exact / Manifold
- Default: Float
- Float is fastest, Exact handles complex cases, Manifold requires manifold input
BVH Acceleration
Bounding Volume Hierarchy speeds up ray marching in scenes with many primitives.

- Enable BVH: Toggle (default ON)
- BVH Threshold: Minimum primitives before BVH is used (4-32, default 8)
View Region
Render only a portion of the viewport to reduce GPU load.

- View Region Scale: Percentage of the viewport to render (10-100%, default 100%)
See Also
- Raymarching - Concept explanation
- Baking - Map baking from SDF
- Object Tab - Primitive settings