Merge Splats
The densify trick that makes sparse splats mesh properly
- splats
- splat
Merge Splats does one boring-sounding thing - concatenate several gaussian splats into one - and one genuinely clever thing: it's the built-in version of a trick people hit on by hand, which is that unioning several decodes of the same latent at different seeds densifies the surface.
That matters because splat generation is cheap but splat quality is gated by density. A single TripoSplat decode of an object gives you a decent splat and a holey mesh; three decodes at different seeds, merged, fill in the gaps and produce a surface that Extract Mesh from Splat can actually bite into. The node description says it flat out: this can improve surface quality when meshing. It's the single most useful thing in this family after the renderer.
How it works
The node's input is an autogrowing list - splat0, splat1, and so on, up to 32 - that spawns a fresh socket the moment you connect another splat. Under the hood it concatenates the gaussians along the splat axis, zero-pads spherical harmonics to the highest degree present so no detail is dropped, and keeps per-item counts so variable-length splats stay intact. Out comes one splat with roughly the sum of the input points.
The inputs and outputs
splats- two or moreSPLATinputs, up to 32, connected in any order.splat- the merged result. Wire it into Render Splat to check, then into Extract Mesh from Splat if that was the goal.
It ships with ComfyUI core, part of the gaussian splat node family added in late May 2026.
When to reach for it
- Densifying for meshing - the headline use. More gaussians, better surface, better mesh.
- Combining separate decodes of different objects or views into one scene before rendering.
- Consolidating before saving - one merged splat is one file, not three.
Common issues
Batch size mismatch. All inputs must have the same batch size (same number of batch items, not same splat count). Merge them one at a time if you're combining splats that came from different batch shapes.
"Connect at least one splat." Yes, the node needs at least one real connection - the autogrow UI starts with slots, but it won't merge nothing.
Slow downstream. More splats means a heavier render and a costlier mesh extraction. Merging three decodes of a big object can give you several hundred thousand gaussians - fine on a decent GPU, but don't be surprised when Render Splat slows down proportionally. That's the trade for density.
Inputs (1)
| Name | Type | Default | Description |
|---|---|---|---|
| splats | COMFY_AUTOGROW_V3 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| splat | SPLAT | — |