This node combines several already generated path structures into one new unified skeleton.
It is useful when different path systems, including Path-based branches and Space Colonization branches, should behave as one continuous structure with shared radii, a single mesh, and continuous UV mapping.
This node does not grow branches by itself. Instead, it takes already calculated source paths, rebuilds them into a new common skeleton, and then passes this new structure to connected Mesh Builders.
The top connector
is used to connect source nodes whose generated lines should be merged into one common structure.
Usually these are nodes such as Path, DrawPath, or Space Colonization. They are connected through their mesh connector, because this node replaces their individual mesh building stage with a new common skeleton.
This makes it possible to create one continuous trunk or branch structure from several different source parts.
Specifies the maximum total visible length of the unified structure.
In practice, this value represents the maximum distance from the root of the unified skeleton to its highest point along the longest part of the structure.
If this parameter is animated through a Public parameter node, then the value in this node becomes the maximum allowed growth length. The internal unified structure is calculated up to this maximum value, while the value from the Public node controls only the visible part of the structure and cannot make it longer than Full Length.
This makes it possible to generate growth animation quickly, with smooth visible growth and without rebuilding the whole unified structure every frame.
Specifies how many top branch levels remain separated as terminal branches.
This parameter is useful when the top levels of the unified structure should stay separated, for example for placing leaves, secondary structures, or other child branches only on the final branch levels.
Specifies the minimum radius at the tips of the unified structure.
This is the base thickness for the thinnest generated segments.
Specifies how much the branch radius increases over a length equal to Unit Calc from Preference Parameters.
For example, if this value is set to 100%, then over a distance equal to Unit Calc, the radius becomes 2 times larger.
Defines the tapering mode of the generated radius.
Specifies how much the radius of a parent branch increases because of child branches.
This parameter controls the influence of a parent radius adjustment based on Murray's law, helping to create more natural branch junctions where thicker parent branches support thinner child branches.
Specifies the maximum allowed radius.
This is a clamp for the generated radii and helps prevent branches from becoming too thick.
This output provides the generated radius distribution of this node.
It can be connected directly to the radius input where a regular Curve node is usually connected, for example in Cylinder Mesh or Meta Mesh.
The right connector
outputs the current branch length value for each branch of the unified structure.
This value can be passed directly to any parameter, or through influencing nodes such as Affect or Math nodes.
The right connector
outputs the current branch level.
This is useful when different behavior is needed for trunk-like parts, secondary branches, and fine terminal branches.
The right connector
outputs the current generated branch radius.
This allows other nodes to react directly to the calculated branch thickness.
Specifies the display color of the unified lines in the viewport when the Lines mode is active.
The right connector
allows connecting Distributors nodes for child path lines.
This makes it possible to continue building the structure on top of the unified skeleton, for example by adding leaves, secondary systems, or attaching additional procedural elements.
When off, the unified branch lines are still calculated and can still be used internally by other nodes, but they are not displayed and their mesh is not generated.
Like the Path node, this node has connectors for mesh building and for modifying directions at the mesh level.
The right connector
allows connecting After Mesh Modifiers nodes.
The bottom connector
allows connecting Mesh Builders nodes.
Note: This node is especially useful when several path systems should form one continuous structure with shared radius calculation and a single UV flow. A typical example is building a trunk with one system and then continuing it with another system while still keeping one common mesh.
Note: The source paths connected to this node act as inputs for the unified structure. The final mesh is generated from the new unified skeleton, not from the original source paths individually.
Note: If After Mesh Modifiers are needed for the final combined result, they should usually be connected to the Unified Skeleton node, because it becomes the owner of the final generated mesh structure.