---
title: Mirror
order: 2
---

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](../assets/modifiersettings-mirror.webp)

## 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](boolean.md) — combining mirrored shapes with siblings
- [Array](array.md) — for repetition rather than reflection
- [Rounding & Blending](../rounding-and-blending/index.md) — what the blend radius does mathematically
