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
Qbefore 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