First Launch
After installing Chisel, you’ll switch on the render engine, spawn a primitive, and try a smooth boolean — the core loop of every Chisel scene. Plan on 5 minutes.
Your first SDF object
1. Start a fresh scene
File → New → General. The default scene gives you a cube, light, and camera — we’ll work with the cube.
2. Switch to the Chisel engine
Open Render Properties (camera icon on the right) and set Render Engine to Chisel.

The viewport will go quiet for a moment — that’s the GPU compiling the ray-marching shaders. On Vulkan it takes a couple of seconds; on OpenGL it can take 30 seconds or more. This only happens once per session. Subsequent frames are instant. See the shader compilation note if you’re curious about what’s happening under the hood.
3. Set viewport shading to Material Preview
In the top-right of the 3D viewport, click the third sphere icon. The Chisel engine only renders in Material Preview — Solid and Rendered won’t show ray-marched surfaces.
4. Convert the default cube to a Chisel object
Select the default cube, then press Q to open the Chisel pie menu and pick Box from the primitive grid. The cube becomes an SDF box.

You can also use Shift + A → Chisel → Box, or activate the Chisel tool in the toolbar and LMB-drag in the viewport to draw a new one.
5. Tweak the box parameters
In Object Properties, scroll to the Chisel section. Try the following — every change updates live:
- Rounding — push it up to round the corners.
- Profile — switch between Round, Sharp, Soft, Tight, Chamfer to change the corner shape.
- Object scale (
Sin the viewport) — boxes resize cleanly without subdivisions.

6. Add a smooth boolean
Now carve a hole in your box.
- With the box selected, press
Qand pick Sphere from the primitive grid. A sphere is added to the scene. - Move the sphere so it overlaps the box (
Gto grab). - Select the sphere, then Shift-click the box so the box is the active object.
- Press
Alt + −(orAlt + NumPad −). The sphere is wired in as a Boolean Difference modifier on the box.

Open the box’s modifier panel, find the new Boolean modifier, and drag the Blend Radius up — the seam between the box and the carved hole becomes a smooth fillet.
7. Save the file
File → Save As. Chisel scenes save normally — the SDF data lives in object properties on the host objects.
What just happened
You set up a scene, enabled the Chisel engine, drew a primitive, tuned it, and combined two shapes with a smooth boolean — all without dealing with topology. That’s the loop you’ll repeat for every Chisel project.
What’s next
- Primitives — every SDF shape and its parameters
- Modifiers — booleans, mirror, array, twist, bend, solidify, emboss
- Rounding & Blending — the five fillet profiles in detail
- Render Engine — viewport quality, matcap, baking
- Raymarching & SDFs — what’s happening underneath