Chisel

Reflect an object across one or more planes. Mirrors give you a single, watertight result — no merge problems, no flipped normals — so an object mirrored across X + Y + Z is still one clean shape.

Mirror settings

Parameters

  • X / Y / Z — toggle each mirror axis
  • Flip X / Y / Z — choose which side to keep when bisecting on that axis
  • Mirror Blend — smooth fillet radius at the mirror plane (0.0–2.0, soft max 0.5). 0.0 = sharp bisect.
  • Mirror Origin — optional pointer to another object whose local axes drive the mirror. Leave empty to use the modified object’s own origin.

Mirror Smooth modal

A modal Mirror Smooth operator is available from the pie menu for live adjustment of the mirror blend radius. LMB-drag scales the radius, Shift slows for fine control, Enter confirms, Esc cancels.

Use cases

  • Symmetric mech parts — model one half, mirror across X for free symmetry
  • Architectural facades — central feature mirrored across both horizontal axes
  • Organic forms — combine mirror with twist or bend for symmetric organics

See also

  • Boolean — combining mirrored shapes with siblings
  • Array — for repetition rather than reflection
  • Rounding & Blending — what the blend radius does mathematically