Offset

Offset paths inward or outward, or shell 3D geometry along its surface normals.

What it does

Offset grows or shrinks a shape's outline, or adds wall thickness to a 3D mesh, reading what is wired in and applying the matching algorithm. On a 2D shape, Distance pushes the outline in or out along its own path, with Join Style and Miter Limit shaping the corners. On 3D geometry it shells the surface: the mesh is duplicated, the copy pushed along its surface normals by Distance, and the two stitched into a solid wall. That turns a thin surface into something with real thickness, or hollows out a solid model.

For geometry, Method set to Voxel takes a different route: the shape is voxelised into a Distance Field, the field is grown or shrunk, and a clean surface is re-extracted. It is slower, and it copes when the offset would merge separate parts together or split a shape apart, cases the direct shell approach cannot represent.

When to use it

ParameterTypeDefault
inputOneOf([Collection])
methodString"Geometric"
distanceNumber0
join_styleString"Round"
miter_limitNumber4
sdf_resolutionNumber1
smoothnessNumber0.500
voxel_resolutionNumber64
strengthNumber1

Gotchas

A Distance of exactly 0 is treated as an identity pass-through. Nothing is duplicated or recomputed, which makes it a cheap way to disable the effect without removing the node.

For 2D shapes, corners are always controlled by Join Style and Miter Limit, whichever Method is selected. Start there if an offset outline looks wrong at corners.

Voxel mode applies to 3D geometry only, not 2D shapes.

Worked example

  1. Add an Offset node and wire in a shape or 3D geometry.

  2. Set Distance: positive pushes the surface outward, negative pulls it inward.

  3. For a 2D shape, pick a Join Style (Round, Miter, or Bevel) and raise Miter Limit if sharp corners are getting cut off.

  4. For 3D geometry that needs to change topology as it grows or shrinks, switch Method to Voxel and raise Voxel Resolution for finer detail.

See also

Trim Path · Bevel · Smooth · Geometry (meshes)