Documentation / Node reference / geo nodes

geo/Merge

Brings several inputs together on one wire.

Flow

By default the inputs simply CONCATENATE: N objects in, N objects out, each keeping its own transform, material, groups and parenting. The object groups of every input are unioned, and so are the stage attributes (first input to name one wins).

With `compact` on, the node instead collapses the meshes it receives into a SINGLE mesh: the point sets and index buffers are concatenated into one geometry, with each source's matrix baked into its points. That is what a renderer wants (one draw call instead of N), and what the mesh operators that work on a single geometry want. The price is that per-object data cannot survive a collapse: transforms, materials, per-object hierarchy and object groups are all gone. Stage attributes still forward.

SDF objects compact too, as a hard UNION of their fields. They cannot join a mesh, so a compact merge carrying both gives two objects: the union, then the merged mesh.

Only geometry is compacted. Lights, cameras and controls pass straight through, and volumes are rejected: their per-voxel data lives on a grid, with no point set to concatenate.

Parameters

Name Type What it does
useAllInputs Bool Take every connected input. Turn it off to pick the inputs one by one below.
useInput0 Bool Take input 0.
useInput1 Bool Take input 1.
useInput2 Bool Take input 2.
useInput3 Bool Take input 3.
useInput4 Bool Take input 4.
useInput5 Bool Take input 5.
useInput6 Bool Take input 6.
useInput7 Bool Take input 7.
compact Bool Collapse every input object into ONE mesh instead of keeping them side by side. Faster to render, but per-object transforms, materials, hierarchy and object groups are lost.
computeNormals Bool Recompute the normals of the collapsed mesh. Compact mode only.

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.