Geometry & 3D node
Geometry Array
One shape becomes many, merged into ONE mesh. Linear steps copies along an offset, each optionally rotated and scaled a little more — spiral staircases live here. Radial rings them around an axis (Aim Out turns each copy to face outward) — mandalas and kaleidoscopes. Grid fills space. Mirror flips a copy across an axis plane, winding corrected. Cable an LFO into Rotate Step or Radius and the whole pattern dances. Output is capped at 400k vertices, so no Count can freeze the app.
Inputs
| Port | Type | Default |
|---|---|---|
| GeometryThe shape to repeat. The result is ONE merged mesh — one draw call, one acceleration structure. | structure | — |
| ModeLinear steps copies along an offset; Radial rings them around an axis; Grid fills a 3D lattice; Mirror flips one copy across an axis plane. | int | 1 |
| CountHow many copies. The output is capped at 400k vertices — extra copies are dropped rather than freezing the app. | int | 6 |
| Offset XLinear: the step between copies, in scene units. | float | 0.5 |
| Offset YLinear: the step between copies, in scene units. | float | 0 |
| Offset ZLinear: the step between copies, in scene units. | float | 0 |
| Rotate StepLinear: extra rotation per copy, in degrees — the spiral staircase knob. | float | 0 |
| Scale StepLinear: each copy is this factor of the previous one — below 1 shrinks toward the end. | float | 1 |
| AxisRadial and Mirror: the axis to ring around, or the axis whose plane mirrors. | int | 1 |
| RadiusRadial: how far from the axis the copies sit. | float | 0.8 |
| Start AngleRadial: where the ring begins, degrees. | float | 0 |
| End AngleRadial: where it ends — 360 closes the circle without doubling the first copy. | float | 360 |
| Aim OutRadial: rotate each copy to face outward, like petals — off keeps them all facing the same way. | bool | true |
| Count XGrid: copies along X. | int | 3 |
| Count YGrid: copies along Y. | int | 3 |
| Count ZGrid: copies along Z. | int | 1 |
| SpacingGrid: distance between neighbours, all axes. | float | 0.6 |
| Keep OriginalMirror: keep the unmirrored copy too — off leaves only the reflection. | bool | true |
Outputs
| Port | Type |
|---|---|
| GeometryThe shape to repeat. The result is ONE merged mesh — one draw call, one acceleration structure. | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry Array turns one shape into many, merged into a single mesh.
- Linear steps copies along an offset, each optionally rotated and scaled a little more — spiral staircases live here.
- Radial rings them around an axis, with Aim Out turning each copy to face outward — mandalas and kaleidoscopes.
- Grid fills space in up to three dimensions.
- Mirror flips a copy across an axis plane, with the winding corrected.
Cable an LFO into Rotate Step or the radius and the whole pattern dances. Output is capped at 400 000 vertices, so no Count can freeze the app.
Use Cases
- Mandalas — Radial with a high count and Aim Out.
- Spiral staircases — Linear with both an offset and a Rotate Step.
- Fields of objects — Grid mode, one merged mesh, one draw call.
- Symmetry — Mirror to build a symmetric object from a half you actually modelled.
- Kinetic patterns — An LFO on Rotate Step animates the whole array at once.
Tips
- Keep the source mesh light. An array multiplies its cost by the count.
- Scale Step compounds: 0.9 over twenty copies is a dramatic taper.
- Keep Original off when you want only the copies, for example in Mirror mode.
- Array then Weld to remove the coincident vertices where copies touch.
- The 400k cap is a guard, not a target — a mesh that large will be slow everywhere downstream.
Open Geometry Array in the interactive catalog →
Geometry Array is one of 381 nodes in Grafit Pro.
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