Combine and Union: join several meshes into one object

Put several objects into one object with Combine, or fuse meshes into one closed surface with Union

4 min read
In the app
  • Mesh EditCombine
  • Mesh EditUnion

Combine and Union both turn several selected objects into one object, but in different ways. Combine only puts the objects together: every triangle stays as it was, including overlaps and inner faces. Union is a Boolean operation: it fuses meshes into one closed surface and removes everything inside.

Combine Union
What it does Puts the selected objects into one object Fuses the selected meshes into one closed surface
Geometry Unchanged: overlaps, inner faces and separate components stay Overlaps are fused, inner faces are removed, intersections are resolved
Object types Meshes, point clouds or polylines (all of one type) Meshes only
How many At least two objects Two or more meshes, or one mesh with several components
Settings None: one click A panel with options and the Unite button
Original objects Replaced by the new object Deleted, or kept hidden with Preserve Original Meshes
Use it for Exporting or moving several parts as one file or object A single watertight part for 3D printing or volume measurements

Both tools are on the Mesh Edit tab. Combine is also on the Points and Lines tabs, and Union on the Mesh Repair tab.

The Mesh Edit tab of MeshInspector with Combine and Union marked by a red box.

Combine

Combine joins the selected objects into a single object without changing their geometry. No Boolean operation, welding or topology change is done: intersections and inner faces stay.

  1. Select two or more objects of the same type in the Scene tree: only meshes, only point clouds, or only polylines. Ctrl+click (Cmd+click on macOS) adds an object to the selection.
  2. Click Mesh Edit › Combine.

The tool works at once, without a panel. The new object gets the names of the combined objects and replaces them in the Scene tree; objects that were nested in them move into the new object. If you combine point clouds and only some of them have normals, MeshInspector warns that all normals are lost.

In the screenshot below, two intersecting cubes are selected for Combine.

Two intersecting cubes selected in the Scene tree before Combine.

After Combine, the Scene tree shows one object. The Information panel still shows two components: the cubes were put into one object, not fused.

After Combine: one object, Cube2+Cube3, in the Scene tree, and 2 Components in the Information panel.

A cut with Mesh Edit › Section shows it clearly: the outlines of the two cubes cross each other, and the inner faces are still there.

A section through the combined object: the outlines of the two cubes cross, the inner faces remain.

Union

Union performs a Boolean union of the selected meshes. Overlapping parts are fused, inner faces are removed, and intersections are resolved, so the result is one mesh with a single outer surface. If you select one mesh that consists of several components, Union fuses its components.

Union on the Mesh Edit tab with its tooltip, and two cubes selected in the Scene tree.

  1. Select the meshes in the Scene tree.
  2. Click Mesh Edit › Union. The Union panel opens.
  3. Check the options (the defaults suit most cases) and click Unite.

The Union panel with Use Random Shifts, Fix Degenerations, Tolerance, Nested Shells Mode, Merge on Fail, Force Mode, Preserve Original Meshes and the Unite button.

Option What it does Default
Use Random Shifts Shifts each mesh by a tiny random amount, to prevent errors on surfaces that coincide exactly Off
Fix Degenerations Tries to fix degenerate triangles after each Boolean step, so that the union does not fail because of them Off
Tolerance The largest allowed random shift in each direction, and the largest allowed deviation when fixing degenerations 1/10 000 of the size (bounding box diagonal) of the selected meshes
Nested Shells Mode How to treat shells that lie completely inside other shells: Remove deletes them (for meshes that each have one component); Merge keeps them (for meshes that are parts of one object); Union unites all input meshes as they are, slower but correct when meshes have several components Union for several meshes, Merge for one mesh
Merge on Fail If the Boolean operation fails, combines the shells instead of showing an error Off for several meshes, on for one mesh
Force Mode Closes all holes during the union. The app marks it "Not recommended" Off
Preserve Original Meshes Keeps the original meshes in the scene, hidden, in addition to the result Off

The result is a new selected object with the names of the input meshes. Without Preserve Original Meshes, the input meshes are deleted from the scene (Undo brings them back).

The result of Union: one object in the Scene tree.

The Information panel now shows one component, and a Section cut shows one outline without the inner faces between the cubes:

A section through the united object: one outline, no inner faces.

If Union fails

  • Find and fix self-intersections and other defects with Mesh Healer, then run Union again.
  • Turn on Use Random Shifts if the meshes have faces that lie exactly on top of each other, and Fix Degenerations if they have many very thin triangles.
  • For two meshes, try Mesh Boolean or Voxel Boolean: see Boolean operations. Voxel Boolean works with messy closed meshes, at the cost of slightly rounded edges.

Union handles any number of meshes at once. To subtract or intersect, or to see a preview before you apply the result, use Mesh Boolean: it works with exactly two meshes.

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