Geometry nodes: Is there a way to inset faces?

Maybe a trick to do so?

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Use an Extrude Mesh followed by a Scale Elements with the Top output going into the Selection.


The problem with this solution is that it will not work as inset on elongated faces. I am slowly getting into geometry nodes. And the fact that there is no inset node was surprising.

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You can check my node group that evenly offsets edges


Thank you very much! This is exactly what I was looking for!

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@higgsas do you have a solution for uniform extrude?

I didn’t, it might possible in blender 3.4 with new topology nodes but not sure

Very nice! but sadly it only insets each face separately. Like for example if you have a grid and do inset on it. it can’t inset the whole grid as one. it will inset each face. is it possible to configure it to inset the whole geometry as one?

just uncheck “individual” on extrude node inside node group. It then insets whole grid. You have to uncheck even offset also.

very nice node group, thanks higgsas.

yes I tried that unfortunately it does not get the right result. It also does not work with the simple grid like yours. I’m using Blender 3.4 on Windows 7. So it is probably broken on the latest blender versions

Yes it’s the limitation of that node group, it should be possible to remake it in 3.4 with new topology nodes to work, but it’s a bit of work.

You can try do it with my Edge Offset node

edgeoff.blend (1.3 MB)


do you think you can add ‘reset’ uv cords from this?

the original edge to be extruded is 0,0 - 1,0 and the new edge added would be 0,1 - 1,1

I tried but its too complicated to make it work with most cases

Maybe try the bevel build

Hey thank you very much for your response very much appreciated.

Higgsas, I also needed it, so thank you very much, I appreciate sending nodes :wink:
Some other people sell them. For money. No kidding, I saw it.

Crantisz, out of curiosity, what did you mean by “uniform extrude”?

Sorry to revive a dead conversation, but as this is the primary result on Google at the moment, it seems the appropriate place to share solutions in the hopes of aiding new users.
My understanding of the current consensus is that the simple setup provided here:

is the preferred solution for simple cases.

For complex cases however, the general community consensus appears to be the BB Addon implementation, created by BlenderBash.

Finally, I’d like to offer my own solution as an open source, open use alternative in case royalties might be a concern:
This version is viable even in many complex scenarios. If you want a simple solution with minimal effort, download this.

The mechanism by which it works, for those interested, is as follows.
I read the average normal of the faces connected to all edges along the boundary of the selection, then slide those edges along the cross product of the normal and the edge tangent in whichever direction is likely to be interior. Some calculation is necessary to convert this motion to vertex offsets for application, all of which is available in the supplied link.

Good luck, everyone!

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