Chisel

The ten workhorse SDF primitives, one page each. Every one supports the common parameters; per-shape parameters live on the individual pages.

These ten form the mesh family: cycle between them with [ / ] (Chisel tool active), or swap from the RMB → Type submenu. The three curve-based primitives are a separate family — a type swap never crosses between mesh and curve shapes. The Mesh primitive is outside both families: it is created by baking an existing mesh object and is never reached by cycling.

The ten shapes

ShapeWhat it’s forRoundingBevel
BoxThe hard-surface workhorse
SpherePerfectly smooth at any scale
OblongBetween box, cylinder, and sphere
NgonEditable extruded polygonper cornerper corner
CylinderRound stock, pins, discs
ConeFrustum from full circle to a point
CapsuleHot-dog shapes, limb references
TorusDonuts, rings, gaskets
PrismN-sided stock, chamfered struts
TrapezoidBox frustum, pyramid through to box

Rounding vs bevel

Four of the shapes — Oblong, Prism, Trapezoid, and per-corner on Ngon — split their fillet controls in two:

  • Bevel rounds the vertical edges (the polygon corners running along the shape’s axis).
  • Cap Rounding rounds the horizontal rims where the top and bottom faces meet the walls.

Each has its own radius, profile, and chamfer smooth, so you can put a tight chamfer on the corners and a soft fillet on the rims without compromise. Every other shape has a single Rounding control, and Sphere, Capsule, and Torus have none at all — they are already smooth by construction.

See also

10 items under this folder.