Standard Shapes
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
| Shape | What it’s for | Rounding | Bevel |
|---|---|---|---|
| Box | The hard-surface workhorse | ✓ | — |
| Sphere | Perfectly smooth at any scale | — | — |
| Oblong | Between box, cylinder, and sphere | ✓ | ✓ |
| Ngon | Editable extruded polygon | per corner | per corner |
| Cylinder | Round stock, pins, discs | ✓ | — |
| Cone | Frustum from full circle to a point | ✓ | — |
| Capsule | Hot-dog shapes, limb references | — | — |
| Torus | Donuts, rings, gaskets | — | — |
| Prism | N-sided stock, chamfered struts | ✓ | ✓ |
| Trapezoid | Box 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
- Mesh Primitive — turn any mesh object into an SDF shape
- Curve-Based Primitives — extruded 2D curves, swept tubes, revolved profiles
- Changing the type after creation — cycle keys and the Type submenu
- Rounding & Blending — what each profile looks like