Documentation / Node reference / geo nodes

geo/Connectivity

Splits an object into one object per connected piece.

Topology

Two primitives belong to the same piece when they share a point, directly or through a chain of other primitives. Everything that hangs together comes out as one object, everything that does not comes out as its own, and nothing else changes. Use it to pull a merged curve back apart, to count the islands in a cut, or to give each piece its own transform downstream.

Connection is by shared POINT, so two faces meeting at a single corner are one piece. A fork stays whole too: a T junction of three segments is one object, not three arms. If you want the arms, that is a different question and a different tool.

NO primitive in Polygon welds its points: each face carries its own corners, so a raw geo/Box splits into SIX objects, one per face, and a geo/Sphere into one per quad, even though both look solid. That is the geometry as stored, not a bug in the split. Put a geo/Fuse in front to weld the corners and the box comes back as a single object. geo/ManifoldDisplay reports the same fact from the other side, as 24 open edges on that box.

It takes segments, triangles, quads, hexagons and tetrahedra. A curve or a solid whose points live outside the buffers, a NURBS or a CAD shape, has to be converted first: geo/CADTriangulate for CAD, geo/VolumeTriangulate for a volume. A point cloud is refused outright, because every point in it is its own piece and the answer would be one object per point.

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.