---
title: Array
order: 3
---

Repeat a shape along an offset (linear) or around an axis (circular). The whole array stays a single SDF, so you can keep stacking modifiers on top — booleans, mirrors, rounding — and everything composes cleanly.

![Array settings](../assets/modifiersettings-array.webp)

## Linear array

- **Type** — *Line* (default)
- **Count** — number of copies including the original (`1–50`)
- **Use Relative** — when on, **Relative Offset** scales by the object's bounding extents; when off, **Offset** is in world units
- **Relative Offset** *(when Relative)* — `Vector3`, default `(1, 0, 0)`. Each component is multiplied by the object's bounding box on that axis.
- **Offset** *(when not Relative)* — `Vector3` translation in world units, default `(2, 0, 0)`
- **Smooth** — blend radius between copies (`0.0–2.0`, soft max `0.5`). `0.0` = hard union.

Linear array is great for fences, vents, ribbed surfaces, stairs — anything that repeats along a vector.

## Circular array

Switch *Type* to **Circle** to repeat radially around an axis.

- **Axis** — X / Y / **Z** (default Z)
- **Radius** — circle radius (`0.001–100.0`, soft max `10.0`)
- **Count** — `3` or more
- **Smooth** — blend radius between copies

Blends and rounding stay consistent around the full ring. Use Circle for gears, screw heads, decorative rings, fluted columns.

## Setup

1. Select the source object.
2. Add an Array modifier from the *Add Modifier* menu or the pie menu.
3. Pick *Line* or *Circle*.
4. Adjust *Count* and *Offset* / *Radius* to taste.
5. Push *Smooth* up if you want the copies to blend into each other.

## See also

- [Mirror](mirror.md) — for reflective symmetry
- [Twist & Bend](twist-bend.md) — combine with arrays for helical / curved repetition
- [Boolean](boolean.md) — booleans on top of arrays still work cleanly
