Chisel

Convert one or more Chisel objects into standard Blender meshes for export, sculpting, or use in any other engine.

Convert

Workflow

  1. Select one or more Chisel objects.
  2. Click To Mesh in the Object Properties panel, or open the pie menu (Q) and pick Convert.
  3. The settings dialog shows a live grid overlay previewing the cell size.
  4. Choose the algorithm and adjust settings, then confirm.
  5. The SDF is sampled and a polygon mesh is generated.

Converted meshes go into a Remesh collection. With Replace Original on, the SDF object is converted in place instead.

Common parameters

  • Cell Size0.001–1.0 Blender units (default 0.1). Grid cell size. Smaller = more detail, slower conversion. Resolution is computed from cell size and the object’s bounding box.
  • SDF Normals — default on. Use the SDF gradient as custom split normals on the converted mesh, so its shading matches the ray-marched preview.
  • Replace Original — default off. Replace the SDF object in place, or create a new mesh alongside it.

Algorithms

Dual Contouring (default)

Quad-dominant meshes with sharp-edge preservation via QEF solving. Best for hard-surface modeling.

  • Detail Size0.0001–0.1, default 0.01. Cell size near features. When smaller than Cell Size, enables adaptive octree refinement.
  • Feature Angle5°–90°, default 15°. Normal deviation that triggers refinement (lower angle = more refined detail).

Marching Cubes

Classic triangle-mesh algorithm. Uniform grid, no adaptive refinement, capped at 1024 cells per axis.

Best for smooth, organic surfaces where sharp edges aren’t needed.

Choosing an algorithm

StyleRecommended algorithm
Hard-surface (panels, mech, hardware)Dual Contouring
Organic (creatures, terrain, blobs)Marching Cubes
Both, leaning hard-surfaceDual Contouring with Detail Size < Cell Size
Quick preview while iteratingEither; raise Cell Size for speed

See also