Chisel

Chisel turns Blender into a real-time SDF modeling studio. Carve with math, not meshes — every surface is mathematically smooth, every boolean blends like molten metal, and the ray-marched viewport shows the final result as you sculpt.

First-run shader compilation

The first time you enable the Chisel render engine in a session, the GPU compiles the ray-marching pipelines on the fly. Expect a noticeable pause on the first viewport frame — typically a couple of seconds on Vulkan, longer on OpenGL. Compilation runs in parallel and is non-blocking, but the viewport will look empty until the first variant is ready.

A few things to know:

  • It’s a one-time cost per session. Subsequent renders use the cached pipeline. The compiled binaries are also persisted to disk, so warm starts after the first run are much faster.
  • Vulkan is dramatically faster than OpenGL. If your status bar shows the OpenGL backend, switch to Vulkan in Blender’s preferences (Edit → Preferences → System → Backend) for a 5–10× compile and runtime speedup.
  • The pie menu warns you. When you press Q before shaders are ready, the menu shows “Shaders not compiled — first run may take longer” with a manual recompile button.
  • You can pre-warm. From the addon preferences (Edit → Preferences → Add-ons → Chisel), the Recompile Shaders button kicks off compilation without needing to add geometry first.

If you ever see flat shading, blank silhouettes, or stalls on the first interaction with a new feature (booleans, mirrors, curve primitives), it’s almost always shader compilation finishing in the background. Wait a few seconds and the viewport will catch up.

Why SDFs?

Traditional mesh modeling trades resolution for smoothness. SDFs don’t trade — they compute. A sphere stays spherical at any scale, a blend stays blended through every boolean in the stack, and a rounded corner is a math constant, not a subdivision setting. Production-ready surfaces, no topology headaches.

What’s new in v2 (1.2.0)

  • Array & Circle Array modifiers with smooth blending between copies
  • Curve Tube — 3D Bezier sweep with per-point radius via Alt+S
  • Curve Revolve — sweep a 2D profile around an axis
  • N-sided prism (3, 5, 6, 8) with independent bevel and cap rounding
  • Five rounding/blending profiles — Round, Sharp, Soft, Tight, Chamfer
  • Built-in matcaps with color tint
  • Progressive settled rendering for sharper frames once the viewport settles
  • EEVEE Next compatibility for Blender 4.5

For a complete list, see the changelog.

Where to start

  • Getting Started — install Chisel, system requirements, first launch
  • Primitives — every SDF shape and its parameters
  • Modifiers — booleans, mirror, array, emboss, twist, bend, solidify
  • Rounding & Blending — the five profiles and when to use each
  • Materials — per-object color and the Chisel node editor
  • Render Engine — viewport quality, matcap, proxy mesh, baking
  • Interface — panels, pie menu, draw tool, gizmos
  • Operations — convert to mesh, rebuild, clean, veil

11 items under this folder.