Mirror it, repeat it, round it
Modifier stack
The modifier stack is a list of non-destructive operations on a part. They run after the part's own solid/hole boolean, top to bottom, and you can reorder, disable or remove them at any time. The result feeds back into the parent's CSG, so a modified part still booleans with everything around it.
Use modifiers to round off boolean output (subdivision, bevel, smoothing, remesh), to slim down heavy imports (decimate), or to repeat and mirror geometry (mirror, grid, polar and spiral arrays, radial mirror, twist).
Bevel rounds or chamfers sharp edges. It can bevel every edge sharper than an angle, or you can click Pick edges and choose them in the viewport. A straight run or a full rim selects as one, and dragging an edge gives it its own depth. Where chains meet, you get a proper mitre or corner.
How to use it
Find the Modifiers section
Select a part and find the Modifiers section in the properties panel. When it's empty it reads "No modifiers. Add one to subdivide, bevel, or project a sticker."
Add a modifier
Click the Add dropdown and choose Mirror, Linear / Grid Array, Polar Array, Spiral Array, Radial Mirror, Twist, Remesh (Symmetrize), Subdivision Surface, Loop Subdivision, Bevel, Smooth (Taubin), Smooth (HC-Laplacian) or Decimate.
Adjust parameters
Set the modifier's parameters in its card. Subdivision Surface has Iterations and Crease angle. Bevel has Width, Segments (1 is a chamfer, more is a round), Angle limit and Edges (All sharp edges, or Pick edges to choose them in the viewport). Decimate has Keep (%).
Reorder the stack
Use each card's chevron-up and chevron-down buttons to reorder. Each modifier works on the previous one's output, so order matters.
Toggle or remove
Click a modifier's eye icon to skip it while keeping it in the stack, or the trash button to remove it.
Bake the result
To freeze the result into plain geometry, run (Object menu or command palette). This bakes the whole stack (and any stickers) into fixed geometry and keeps the part's transform.
Tips
- A Remesh (Symmetrize) placed before subdivision or smoothing gives them a symmetric cage to work on. A bevel below a smooth behaves differently from one above it.
- Bevel edge picking: click an edge to toggle it (a straight run or a whole rim toggles together), turn on Loop select or Alt-click to grab every edge around a face, and drag an edge to set its own depth. Press Enter or Esc when done. The whole pick is one undo step. Picks survive resizing the part, and an edge that no longer exists is just dropped.
- If a bevel can't be built, the card says why (for example, no edges sharper than the angle limit).
- Subdivision roughly quadruples the triangle count per pass. Pair it with a sensible crease angle so sharp edges stay sharp.
- Decimate lowers the triangle count with quadric edge collapse, which is useful for an over-tessellated import before export. Keep (%) is your triangle budget.
- Mirror and Smooth (Taubin) are free. The others are part of Enhanced and show an "Enhanced" marker in the Add menu.
- A disabled modifier (eye off) keeps its settings, so it's easy to compare with and without.
- If one modifier fails, the rest still run on the last good result, so the part doesn't disappear.