---
title: Twist & Bend
order: 6
---

Two simple deformers that warp a shape along an axis. The result stays smooth and watertight, so you can keep adding booleans, mirrors, or rounding on top.

> Twist and Bend now match between the viewport and the converted mesh — the 3.0.0 mismatch is fixed, so what you see is what you get when you [Convert to Mesh](../operations/convert.md).

## Twist

Rotate the SDF along an axis at a constant rate.

![Twist settings](../assets/modifiersettings-twist.webp)

- **Axis** — X / **Y** / Z (default Y)
- **Strength** — radians per unit distance along the axis (`-10.0–10.0`, default `1.0`). Negative values twist the other direction.

Combine Twist with [Array](array.md) or [Mirror](mirror.md) to build helices, screws, augers, and decorative columns.

## Bend

Curve the SDF around an axis. Higher strength = tighter bend.

![Bend settings](../assets/modifiersettings-bend.webp)

- **Axis** — X / Y / **Z**
- **Strength** — bend curvature amount (`-10.0–10.0`, default `1.0`)

Bend is useful for making horns, tubing, arched panels, and bow shapes from straight primitives.

## Stacking deformers

Both Twist and Bend are deformations of the underlying field. They stack in the modifier list, so you can chain *Bend → Twist → Mirror* to build complex helical-curved-symmetric shapes from a single primitive.

Order matters. *Twist before Bend* gives a helically-twisted bend; *Bend before Twist* gives a curved arc that twists around itself.

## See also

- [Array](array.md) — combine with Twist for helical repetition
- [Boolean](boolean.md) — booleans see the deformed field, not the original
