Overview
Combines two Solids into one by SDF union. It supports the smooth fusion that makes the Solid lane compelling, creating organic shapes with melted boundaries such as slime bulges, snowman joins, and rock masses.
- Coordinate system: z-up (x right, y back, z up). Dimensions are in units and are converted to pixels by pixels_per_unit during rendering.
Usage tips
- Use no smoothing for hard unions in architecture or machinery. Add a small smooth fusion radius for organic matter such as creatures, rocks, or liquid.
- Start the smooth radius at 10โ20% of part size. Too large a value thins and melts the shape.
- Merge many parts by chaining this node. Position each part with
solid_transformfirst.
Common pitfalls
- Fine details vanish after fusion: the smooth radius is too large. It has a proportionally stronger effect on smaller parts.
- The result needs mesh export: Solid intentionally does not polygonize. Start in the Model lane when GLB is required.
Examples
A basic operation for stacking primitives into a building or character base.
Related nodes
solid_subtract/solid_intersectโ difference and intersectionsolid_transformโ placement before unionsolid_renderโ rasterize the result to pixel artmodel_groupโ collect parts in the Model lane without fusing them