---
title: Convert to Mesh
order: 1
---

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

![Convert](../assets/convert-panel.webp)

## 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 Size** — `0.001–1.0` 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 Size** — `0.0001–0.1`, default `0.01`. Cell size near features. When smaller than *Cell Size*, enables adaptive octree refinement.
- **Feature Angle** — `5°–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

| Style | Recommended algorithm |
|---|---|
| Hard-surface (panels, mech, hardware) | Dual Contouring |
| Organic (creatures, terrain, blobs) | Marching Cubes |
| Both, leaning hard-surface | Dual Contouring with `Detail Size` < `Cell Size` |
| Quick preview while iterating | Either; raise `Cell Size` for speed |

## See also

- [Rebuild Mesh](rebuild-mesh.md) — proxy mesh refresh (separate from full conversion)
- [Render Engine: Baking](../render-engine/baking.md) — texture bakes without converting
