If you already think in Geometry Nodes, the Objects tree is the graph. A Mesh Boolean is a hard CSG node: vertices, then a cut. The purple diamond on that same Boolean turns the branch into a signed distance field. Blends, offsets, and lattices stay live on the field. A hard tab still belongs here as CSG. You do not keep the blend in another window.

What you will learn: how a Geometry Nodes graph maps onto the Objects tree; when Mesh Boolean stays CSG; when the purple diamond is the implicit tree; and how Blender displacement (moving vertices) differs from offsetting a level set.

This is a map, not the field mathematics. Signed Distance Fields: Geometry as a Function is that article.

Two graphs, two representations

A Geometry Nodes tree is a program over mesh (or over fields that become mesh). Set Position, Mesh Boolean, Realize Instances, and Named Attributes all land on vertices, edges, and faces.

Rig Cad evaluates the same program as an Objects tree. The kernel is the difference.

  • Leave the Boolean as CSG and you get Mesh Boolean: a crisp cut, coincident faces that can fail, and a mesh you can remesh later.
  • Click the purple diamond and the descendants become a field. Union is min, difference is max(A, -B), and smooth is a rounded blend. The surface is where the field is zero.

Shade Smooth in Blender is shading. SDF smoothness is geometry.

Diagram: stay on CSG for a hard cut; switch the Boolean to SDF when the next step is a blend, an offset, or a lattice.

flowchart LR
  A["Mesh Boolean habit"] --> B{"Need a blend, offset, or lattice?"}
  B -- No --> C["Keep the branch as CSG"]
  B -- Yes --> D["Purple diamond, SDF branch"]

Where the node lives in the editor

Table: Geometry Nodes and modifiers next to Rig Cad.

In Blender In Rig Cad
Geometry Nodes graph Objects tree
Mesh Primitive / Cube / UV Sphere Add Object
Mesh Boolean Boolean node, CSG kernel
SDF / smooth-union node group Same Boolean, purple diamond, smooth
Named Attribute, Group Input Variables
Set Position / Displace Offset the field, or a post-process Surface Offset
Voxel Remesh Mesh the SDF (precision lives on the SDF root)
Realize Instances A repeat
Shade Smooth Shading, not the kernel

Difference is still ordered. The first child is the body you keep. Later children are cutters. That is Mesh Boolean's first / second socket, not a bag of solids.

Mesh Boolean is still a valid first node

Two solids and an operation is the first Geometry Nodes boolean you ever built. That playground is here. Switch union, difference, intersection, and hull on the same pair. This is CSG. The tree is the pretty-printer.

A mounting tab, a hole, a tray wall: stay on this kernel. You do not send the simple cut back to a mesh editor.

CSG playground
Project

CSG playground

@p12/Boolean Operation basics
CSG playground
CSG playground

Hard CSG on two solids. Change the operation, then the separation, until they barely touch.

@p12/Boolean Operation basics
Hard CSG on two solids. Change the operation, then the separation, until they barely touch.

The purple diamond is the implicit tree

The node you already know can evaluate as a field. In the Objects tree, click the purple diamond on a Boolean. Its descendants turn purple and pick up SDF options: smooth for a rounded blend, and Precision on the root of that branch. Descendant precision values do not override the root.

That is the Geometry Nodes moment where people reach for a voxel remesh plus a Smooth modifier, or a downloaded SDF node group. Here the blend is the operation, not a cleanup pass.

The showcase below keeps a mesh branch and an SDF branch in one tree: a hard difference next to a smooth union and a gyroid pattern. That is the hybrid. Use the field where the blend or lattice matters. Keep the crisp feature as CSG.

Interactive Sandbox
View project
Mesh and SDF kernels in one tree. The yellow union is the SDF branch; the rest stays CSG.
Mesh and SDF in one treeInteractive Rig Cad editor

Displacement moves vertices. A field offsets a surface.

In Blender, Displace and Set Position take a mesh and move its vertices along a normal or a vector field. The resolution is the mesh. Subdivide, then displace. Voxel remesh if the topology tears.

An implicit tree does not start with those vertices. The surface is the zero level set. An offset of cc is ϕ=c\phi = c. That is the neighboring level sets in the SDF article, not a modifier stack. A post-process Surface Offset still exists for solved geometry, the way Solidify exists after the node tree.

Image-driven density, thickness, and morph on a 3D pattern (a gyroid, a Schwarz D) are the closest analog to a texture displace: the field is modulated, then meshed. That is not the same as painting a heightmap onto an arbitrary solid and hoping the mesh holds. For the pattern itself, start at Gyroid TPMS.

What maps, and what you add

Table: Blender habits next to Rig Cad.

Task Blender habit In Rig Cad
Hard cut Mesh Boolean. CSG Boolean.
Soft blend SDF node group, or remesh and smooth. Purple diamond, smooth.
Lattice / organic fill Volume cube, or a gyroid node group. sdfPattern3D on the field.
Push the surface Displace / Set Position. Offset the field, or Surface Offset after solve.
The program The node tree. The Objects tree.
Sharing A .blend, or an applied mesh. A project, a mesh, or a configurator.

Keep the hard cut as CSG. Switch the branch when the next operation is a blend, an offset, or a lattice. Oversize the Cutter is the coincident-face and thin-cut article for both kernels. Mesh Cleanup is what you do after the field becomes triangles.

Next

You already think in a graph. Signed Distance Fields: Geometry as a Function is the field, the eikonal, and how Precision is chosen. Gyroid TPMS is the lattice you would have built as a volume.

If the editor panels are new, Rig Cad Editor Guide is the five-panel map.

Continue in the catalog