Advanced Inset
Advanced Inset
Every release, newest first
Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.
| Item | Detail |
|---|---|
| Current version | 1.0.1 |
| Released | 21 September 2026 |
| Blender | 3.3 – 5.2 |
| Licence | GPL-3.0-or-later |
1.0.1 — 21 September 2026
Fixed
The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.
The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.
Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.
1.0.0 — First release
An inset whose corners never collapse.
What it does
- Blender's inset slides every vertex along the bisector of its two edges, so a rounded corner shrinks as it goes in, lands on a single point, and turns inside out past that. This finds each corner on its own and moves it as one rigid piece, so the shape survives any depth.
- Every corner becomes a handle: its own depth, its own radius, its own vertex count, its own mode, all live in the viewport before anything is committed.
- A side — the stretch between two corners — has its own small handle and its own depth, and follows its corners until you give it one.
- Corners can be merged, split, and copied from one to another.
- The same editor works on corners the mesh already has, with nothing inset at all.
- Quads and whole regions of faces take Blender's own inset for their positions, with the corner controls on top.
- The inset is worked out in world space, so on an object scaled in Object Mode the distance is the distance you see on screen and a round corner stays round on screen.
- Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.
Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Inset is untouched and still on I.
A Blender add-on. It needs no engine, no external tool and no network access.
Advanced Inset
Every release, newest first
Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.
| Item | Detail |
|---|---|
| Current version | 1.0.1 |
| Released | 21 September 2026 |
| Blender | 3.3 – 5.2 |
| Licence | GPL-3.0-or-later |
1.0.1 — 21 September 2026
Fixed
The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.
The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.
Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.
1.0.0 — First release
An inset whose corners never collapse.
What it does
- Blender's inset slides every vertex along the bisector of its two edges, so a rounded corner shrinks as it goes in, lands on a single point, and turns inside out past that. This finds each corner on its own and moves it as one rigid piece, so the shape survives any depth.
- Every corner becomes a handle: its own depth, its own radius, its own vertex count, its own mode, all live in the viewport before anything is committed.
- A side — the stretch between two corners — has its own small handle and its own depth, and follows its corners until you give it one.
- Corners can be merged, split, and copied from one to another.
- The same editor works on corners the mesh already has, with nothing inset at all.
- Quads and whole regions of faces take Blender's own inset for their positions, with the corner controls on top.
- The inset is worked out in world space, so on an object scaled in Object Mode the distance is the distance you see on screen and a round corner stays round on screen.
- Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.
Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Inset is untouched and still on I.
A Blender add-on. It needs no engine, no external tool and no network access.
Discover more products like this
inset productivity edit mode Geometry hard surface rounded corners topology modeling bevel mesh editing Modeling tools Workflow

