Chisel

Chisel objects use Blender’s standard material slot for per-object color and shading. The “Chisel Material” properties panel adds a small color picker for quick tweaks, with an optional node graph for richer setups — color blending across booleans, masks driven by other objects, mixing two shaders by a soft seam.

Default matcap shading — no per-object colors set

The default look: every object renders with the scene matcap, no per-object color applied. Below is the same scene with materials assigned — Chisel multiplies each object’s Color into the matcap so shapes carry their own tint without changing the underlying shading.

Same scene with per-object colors applied

Topics

  • Material Panel — the simple color workflow in Material Properties
  • Node Editor — Chisel’s mini node graph (Matcap Shader, Mix Shader, Color, Field, Material Output)

Where to find it

With a Chisel object selected and the Chisel render engine active, open Material Properties (red sphere icon on the right). Chisel adds its Chisel Material section there.

If the object has no material yet, click the New button next to the material slot — Chisel creates one with a default Matcap Shader → Material Output node tree.

Quick path: just set a color

For most objects you only need one thing: a color.

  1. Select the object.
  2. Open Material Properties → Chisel Material.
  3. Drag the Color slider.

That’s it. The matcap stays the same scene-wide; the Color multiplies into it per object so each shape can carry its own tint without changing your viewport shading. See Material Panel for the panel breakdown.

When to drop into the node graph

Reach for the node editor when:

  • You want a color seam to blend wider or sharper than the geometry seam.
  • You want one part of an object shaded one way and another part shaded differently, blended by an SDF mask.
  • You want to mix two matcaps using a soft falloff.

For everything else, the panel’s Color picker is enough.

See also

2 items under this folder.