---
title: Quality
order: 1
---

The Quality group controls how rays advance through the scene at full quality — the settled frame, and the F12 camera render — plus how finely shapes are baked into the brick volumes the renderer marches through. Higher settings = sharper surfaces, slower frames. (The reduced settings used while you interact live in [Performance](performance.md).)

![Quality settings](../assets/rendersettings-quality.webp)

## Ray marching

- **Max Steps** — `16–4096`, default `64`. Maximum ray-marching iterations per pixel. Raise if surfaces look chunky at silhouettes; lower for speed.
- **Hit Threshold** — `0.0001–0.01`, default `0.001`. Distance under which a ray is considered to have hit. Lower = more precise contact, especially for thin features and tight corners.
- **Max Distance** — `10–1000`, default `100`. Hard cap on ray travel. Increase if far objects fade out unexpectedly.
- **Resolution** — `1–100%`, default `40%`. Internal resolution of the settled (full-quality) frame as a fraction of the viewport. Raise toward `100%` for pixel-exact stills; drop it for an instant speedup on a large monitor.

## Brick detail

Chisel bakes each shape into a sparse brick volume and marches that, instead of evaluating the full expression at every step. One setting controls how fine those bricks are:

- **World Cell Size** — default `0.031 m` (1/32 of a Blender unit), soft max `1.0`. The finest hierarchy cell edge, in world units. This is the master detail knob: halve it for twice the surface detail at roughly eight times the memory.

Brick detail is resolution-driven per object; the constant-world-voxel mode from earlier versions has been retired. Local edits re-bake only the bricks they intersect, so working at full detail no longer means waiting for whole-object bakes.

**Adaptive fine detail** runs automatically on top of this: nested higher-resolution voxel regions are added around small details inside larger objects, so a fine engraving on a big panel resolves without paying for that resolution everywhere. There is no toggle for it in the shipped build — the [Performance](performance.md#brick-budget-warnings) panel reports which chains it engaged on, and how much finer they went.

If a chain's bricks exceed the page budget, the [Performance](performance.md#brick-budget-warnings) panel reports it by name — that readout, not this panel, is where over-budget objects surface.

## See also

- [Performance](performance.md) — progressive refinement while you interact
- [Matcap](matcap.md) — viewport shading
