Chisel

Rounding softens the edges of a single primitive. Every primitive that has hard edges exposes a rounding control in the Object Properties panel.

Rounding

Parameters

  • Rounding — edge radius (0.0–10.0, soft max 2.0, default 0.0)
  • Profile — Round / Sharp / Soft / Tight / Chamfer (see Profiles)
  • Chamfer Smooth (when Profile = Chamfer) — softens where the chamfer meets the faces (0.0–5.0, soft max 0.5)

Which primitives support rounding

PrimitiveRoundingBevel
Box
Cylinder
Cone
Prism
Trapezoid
Curve
Curve Revolve
Sphere(already smooth)
Capsule(already smooth)
Torus(already smooth)
Curve Tube(swept smooth)

Bevel for Prism and Trapezoid

Prism and Trapezoid have an extra Bevel control independent of Rounding. Rounding applies to the top and bottom rims; Bevel applies to the vertical (or slanted) corner edges. Both have their own profile selector and chamfer-smooth control, so you can pair, say, Round on the rims with Sharp on the corners.

Workflow

  1. Select the primitive.
  2. Open Object Properties → Chisel.
  3. Drag the Rounding slider, or press B over the primitive for a live drag modal.
  4. Pick the profile (Round / Sharp / Soft / Tight / Chamfer) — the dropdown or 15 in the modal.
  5. If you picked Chamfer, push Chamfer Smooth up to soften the bevel-meets-face seam.

Adjust modal (B)

Press B over a primitive to drag its rounding radius live. You can also click the rounding gizmo dot in the viewport to enter the same modal — see Interface: Gizmos.

ActionEffect
LMB-dragAdjust radius
Shift (while dragging)Precision mode — slow, fine adjustment
Ctrl (while dragging)Snap to round increments
1Round profile
2Sharp profile
3Soft profile
4Tight profile
5Chamfer profile
SToggle radius ↔ Chamfer Smooth (only useful when profile = Chamfer)
Enter / LMB-releaseConfirm
Esc / RMBCancel

The viewport updates in real time, including across booleans and mirrors — so you see the fillet propagate through the entire modifier stack as you drag.

See also