---
title: Mirror
order: 2
---

Reflect an object across one or more planes. Mirrors give you a single, watertight result — no merge problems, no flipped normals — so an object mirrored across X + Y + Z is still one clean shape.

![the Mirror modifier with the new Mirror Object field](../assets/modifiersettings-mirror.webp)

## Parameters

- **Axis** — toggle **X / Y / Z** (X on by default). Mirror across any combination of planes at once.
- **Flip** — **X / Y / Z** toggles choose which side to *keep* when bisecting on that axis.
- **Mirror Object** — optional pointer to *any* other object whose local axes and position define the mirror plane. Leave it empty to mirror across the modified object's own origin. Like Blender's own Mirror modifier there is no filter, so you can mirror across a primitive, a mesh, or an empty — and moving that object updates the result live.
- **Blend** — smooth fillet radius at the mirror plane (`0.0–2.0`, soft max `0.5`). `0.0` = sharp bisect.

## Mirror across the active object

The **Mirror** entry in the *Add Modifier* menu (and the pie menu) works on the whole selection. Select two or more shapes with the one you want to mirror *across* as the active object, then pick **Mirror**: every non-active shape gets a Mirror modifier whose **Mirror Object** is set to the active one — so they all reflect across the active shape in a single step. With only one shape selected, Mirror just adds a self-mirror across its own origin.

## Use cases

- **Symmetric mech parts** — model one half, mirror across X for free symmetry
- **Architectural facades** — central feature mirrored across both horizontal axes
- **Off-origin symmetry** — point **Mirror Object** at an empty and slide it to retarget the mirror plane live
- **Organic forms** — combine mirror with twist or bend for symmetric organics

## See also

- [Boolean](boolean.md) — combining mirrored shapes with siblings
- [Array](array.md) — for repetition rather than reflection
- [Rounding & Blending](../rounding-and-blending/index.md) — what the blend radius does mathematically
