Geometry & 3D node

Geometry Combine

Merges any number of meshes into one — a real merge into a single vertex and index buffer, not a grouping. That is what matters downstream: one mesh is one draw call, one acceleration structure, one sampling pass, where a dozen separate shapes cost a dozen of each. Drop a cable and a fresh slot appears below it.

Outputs

PortType
Geometrystructure
Vertex Countint
Triangle Countint
Countint

How It Works

Geometry Combine merges any number of meshes into one — a real merge into a single vertex and index buffer, not a grouping.

That is what matters downstream: one mesh is one draw call, one acceleration structure, one sampling pass, where a dozen separate shapes cost a dozen of each. A scene assembled from parts should almost always be combined before it is rendered, collided with, or sampled.

The inputs are wildcard slots: drop a cable and a fresh slot appears below it, as many as the patch needs.

Use Cases

  • Assemble a model — Several Geometry nodes, each placed with Transform, merged into one object.
  • One collider for a whole scene — Combine everything, then hand it to a Particle Collider.
  • Cheaper rendering — A single Mesh child instead of twelve.
  • Uniform post-processing — Weld, Subdivide or Noise applied to the assembly as a whole rather than part by part.
  • Scatter then merge — Array produces many copies already merged; Combine joins different shapes.

Tips

  • Combine then Weld: merging leaves coincident vertices at the seams, and Weld is what removes them.
  • Combined meshes share one material at render time — use separate Mesh children when the parts need different surfaces.
  • Order the slots deliberately if anything downstream cares about triangle order.
  • Watch the counts: combining is free, but the result is as heavy as the sum of its parts.

Open Geometry Combine in the interactive catalog →

Geometry Combine is one of 381 nodes in Grafit Pro.

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More Geometry & 3D nodes