> ## Documentation Index
> Fetch the complete documentation index at: https://docs.spline.design/llms.txt
> Use this file to discover all available pages before exploring further.

# Shape Blend

**Shape Blend** is a method of creating and modeling 3D shapes using **Signed Distance Fields (SDF)** combined with Spline's polygonal-based system.

Unlike traditional methods such as Polygonal Modeling, SDFs describe shapes mathematically using distance functions. This allows for smooth blending and operations like union, subtraction, and intersections of shapes.

<video src="https://cdn.spline.design/_assets/docs/39ad4bbe-bb86-4bbd-8c29-170c1e2183ef.mp4" controls />

## How to create a new Shape Blend group

1. Click on the "+" icon on the toolbar;
2. Select "Shape Blend" from the dropdown menu;
3. A Shape Blend group will be created with an initial Sphere primitive.

<video src="https://cdn.spline.design/_assets/docs/30faa676-1556-442c-9ad5-7d25a1e95f48.mp4" controls />

## Key Operations in Shape Blending

### Primitives

Create with primitive shapes: **Cube**, **Sphere**, **Torus,** and **Cylinder**. These are accessible from the toolbar when selecting a Shape Blend group.

<img src="https://cdn.spline.design/_assets/docs/915a9540-ff0e-4767-9e19-3cdf6e7d3b51.png" alt="image" />

### Boolean Operations

When selecting a shape blend primitive, you can define how it behaves with other shapes:

* **Union**: Combine two shapes.
* **Intersection**: Keep only the overlapping parts of two shapes.
* **Subtraction**: Remove one shape from another.

### Blending

Seamlessly connect shapes together to form smooth, natural transitions and flowing designs. Each shape blend primitive allows you to override the blending value for greater precision and control.

### Resolution

Adjust the resolution of the blended shapes from **Low** to **Very High**. Lower resolutions are faster, while higher resolutions provide greater detail at the cost of processing power.

### Color

* **Material**: Control the material for the entire blended shape uniformly.
* **Children**: Control the material of each shape, blend primitive individually, and materials will blend seamlessly together. Only the color layer of the children will be considered.

<img src="https://cdn.spline.design/_assets/docs/a32d515d-67b7-448e-8c8a-09e8287ca1de.png" alt="image" />

## Ordering Blend Shapes in the Outliner

The logic of the shape's outliner order relates to how shapes are processed and blended within a Signed Distance Field (SDF) system. The order in the outliner determines how operations like blending, union, subtraction, or intersections are applied.

### Bottom-to-Top Operations

SDF shapes in the outliner are processed sequentially, starting from the bottom. A shape higher in the list will affect the shapes below it. For example, subtracting a shape will remove parts of the shapes below it.

<video src="https://cdn.spline.design/_assets/docs/3a4a4bf8-22e3-44d1-ae8a-6a32978940c3.mp4" controls />

***

## Constraints

* SDF shapes only operate within the boundaries defined by the green helper of shape blend groups. Be mindful of the scale of your shapes so it fits the designated area.

* Be mindful of performance: the system can become computationally expensive when working with a large number of shapes, especially at the highest resolution settings.

* A creation limit may be reached if you use too many shape blend groups or an excessive number of individual shapes within those groups.

* When using the “Material: Children” option, ensure that your shapes include a color layer at the bottom of the materials layer list. Note that only the color layer will work on individual shapes when this option is enabled.
