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Measured on Photoshop 27.11 (scripted: a 128 px square with one Bevel & Emboss, light from the top at 30°, sampled pixel by pixel across its edges; Chisel Hard and Soft, inner and outer, size 10 and 20, depth 100 and 300): - A chisel facet's slope is depth × size / (2 (size + 1)): it rises to the same depth × size / 2 as a Smooth bevel, over size + 1 px. PhotoCraft gave it the full depth, about twice as steep (facet 217 where Photoshop shows 188). - Inner Hard's ramp runs from half a pixel beyond the edge to size + ½, so the facet is flat right up to the edge pixel; Inner Soft starts a pixel further out (a steeper edge pixel) and is not blurred; Outer Hard ends a pixel further out; Outer Soft is a pixel shorter with a steeper edge pixel. Outer chisel bevels also shade the pixel where their ramp reaches zero (it still slopes), as emboss styles already did. All six inner and outer chisel cases are now within 1 level (they were 27 to 154 off); Smooth bevels are unchanged. Emboss and Pillow chisel are not modelled yet (they keep the blur). On the GPU: the same ramps in fs_mbevelh (Chisel Soft flag in p0.z), the emboss-only blur, and the outer reach-past flag in p3.x; the 44 GPU parity tests pass. Corpus: every Photoshop chisel oracle improves (bevel-inner-chisel-hard 20.1 -> 6.5 % differing pixels, outer-chisel- hard 13.6 -> 5.2 %, inner-chisel-soft 22.3 -> 9.3 %, emboss and pillow chisel a few points); pass counts unchanged. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>