---
title: Ngon
order: 4
---

An editable extruded polygon. The outline lives on the object's local XY mid-plane and extrudes symmetrically along ±Z; you edit the points directly in the viewport with the [Ngon gizmo](../../interface/gizmos.md#ngon-gizmo), and each corner carries its own bevel radius and profile.

![Ngon](../../assets/ngon.webp)

## Parameters

- **Points**: the polygon vertex list in the *Object Properties → SDF* panel. Each row is `X`, `Y`, corner rounding, corner smooth, and a corner-profile icon dropdown
- **Depth**: half-height of the symmetric ±Z extrusion (default `1.0`, soft max `10.0`)
- **Per-corner Rounding**: fillet radius at that vertex (soft max `2.0`, default `0.0`)
- **Per-corner Profile**: Round / Sharp / Soft / Tight / Chamfer, chosen independently for every corner
- **Per-corner Smooth**: rounds the two seams where a chamfered corner's cut meets the faces (chamfer profile only)

## Editing the outline

A new Ngon starts as a square. Add points with the `+` button next to the list, or hover an edge in the viewport and click its green add-dot; delete with the `−` button or by hovering a vertex dot and pressing `X` / `Delete`. Three vertices is the minimum. The delete operator refuses to go below it.

![Editing Ngon points in the viewport](../../assets/ngon-edit.webp)

Dragging a vertex dot moves that point; dragging its orange handle sets that corner's rounding, with `1`–`5` picking the profile and `S` jumping to the chamfer smooth. Clicking a row in the panel list makes that vertex active, so panel and viewport stay in sync.

Select several Ngons and every one of them shows its dots. A dot on a non-active Ngon edits that shape and makes it active, so you can walk through a set of outlines without reselecting. The gizmo's *Show* setting in [Render Properties → Gizmos](../../render-engine/gizmos.md#ngon) limits it to the active Ngon, or hides it.

![Inserting Ngon points on an edge](../../assets/ngon-add-points.webp)

## Corners

Corner bevels are exact at any corner angle, **including concave (reflex) corners**. A star or an L-profile fillets cleanly without the pinching a mesh bevel would produce. Because every corner is independent, one outline can carry a tight chamfer on one vertex and a wide round on the next.

Because the outline is a real distance field, an Ngon blends with its neighbours like any other primitive:

![Blending an Ngon into another shape](../../assets/ngon-blend.webp)

Moving the object's origin (`Set Origin`, or a transform with *Affect Only Origins*) leaves the outline where it is; the origin moves freely within the outline's plane but not along its depth. Per-corner rounding is left alone by a [Smooth](../../modifiers/smooth.md) modifier.

## See also

- [Interface: Ngon gizmo](../../interface/gizmos.md#ngon-gizmo): every handle and key
- [Revolve](../../modifiers/revolve.md) and [Sweep](../../modifiers/sweep.md): an Ngon is the natural profile for both
- [Prism](prism.md): a regular polygon when you don't need arbitrary points
- [Curve](../curves.md#curve): an extruded profile driven by a Bezier instead of points
