3dSynth

Docs / Node Sculptor

Open in the interactive docs reader

Mesh Merge

Concatenate two meshes into one buffer — geometric merge only, no boolean / CSG resolution.

Output.previewMesh accepts exactly one Mesh — and it's the same mesh that gets exported as STL. Templates that produce multiple solids (walls + base plate, polar-array copies, two extrusions, …) need a way to fold them into one mesh before handing off to Output. This node is that glue.

Node

Interactive preview is available in the interactive reader.

Sockets

a (in)
Mesh. First operand. Required.
b (in)
Mesh. Second operand. Required.
mesh (out)
Mesh. b is appended to a with index offsets re-pointed at the merged vertex buffer.

Parameters

No standalone parameters.

How It Works

  • Positions: a.positions and b.positions are concatenated into one Float32Array.
  • Indices: a.indices is copied as-is. b.indices are written next, each index shifted by a.positions.length / 3 so they continue to address the right vertices in the merged buffer.
  • Normals: Concatenated only when both inputs carry them. If only one side has normals, normals are dropped so the downstream viewer recomputes — mixing normalled + non-normalled buffers would mis-shade half the mesh.

There is no intersection / union / subtract logic — pieces that interpenetrate stay interpenetrated. Use this for disjoint or touching-but-not-overlapping geometry.

Tips