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sMerge Node

By Kriss Norde

sMerge combines several vector shapes into a single stream, while preserving the individual properties of each shape (colors, styles, border). Unlike sBoolean, which fuses the shapes into a single form, sMerge stacks them as separate layers - the vector equivalent of a Merge 2D with N inputs.

Overview

sMerge is the vector equivalent of a Merge 2D, with two major differences:

  • More than 2 inputs are possible (dynamic inputs that appear automatically).
  • Each shape keeps its properties (color, style, border) - no visual fusion. Each shape stays distinct in the final render.

The stacking order follows the connection order: the first connected input = the bottom layer, the following ones stack on top.

Where to find this node

  • Effects Library: Tools > Shape > sMerge
  • Quick add: right-click in the Node Editor → Add Tool > Shape > sMerge

sMerge vs sBoolean

sBoolean
Fuses two shapes into a single new vector form (Union, Intersection, Subtract, XOR). The shapes lose their identity, the result is one single shape. 2 fixed inputs.
sMerge
Stacks the shapes as layers that stay separate. Each shape keeps its own color / style. N dynamic inputs.

Rule: a new compound form → sBoolean. Several distinct shapes in the same chain (a composite logo, 5-star ratings, multi-element UI) → sMerge.

Dynamic inputs

sMerge has a particular behavior:

  • At first, 1 free input (orange or multicolored).
  • As soon as you connect a shape, a new free input appears.
  • No limit on the total number of inputs.
  • Connection order = stacking order (from bottom to top).

To reorder the stack, you need to disconnect / reconnect in the order you want.

Setup

Composite logo (3 stacked shapes):
sRectangle (blue)   → sMerge input 1 (background)
sEllipse (red)      → sMerge input 2 (centered circle)
sStar (yellow)      → sMerge input 3 (star on top)
                          ↓
                       sRender → Merge 2D

Ratings ★★★★★:
sStar_1 (offset X=-0.2) →
sStar_2 (offset X=-0.1) →
sStar_3 (offset X= 0.0) →   sMerge → sRender
sStar_4 (offset X= 0.1) →
sStar_5 (offset X= 0.2) →

Composite UI:
sRectangle (card) →
sRectangle (header strip) →     sMerge → sRender
sEllipse (icon) →

Controls tab

Override Axis
A checkbox. Turns on an option to override the axis (reference point) of the child shapes. Useful to apply a consistent grouped transformation with an sTransform downstream.

sMerge has very few controls - it is a routing / assembly node, not a modifier.

Use cases

  • Multi-shape composite logo - combine a rectangle + circle + star into a single logo, each part with its own color. sMerge keeps everything visible.
  • Ratings (★★★★★) - 5 identical sStar nodes with different X offsets → sMerge → sRender = a row of 5 stars.
  • UI components - a card with a header + body + icon + badge, all shapes, combined in an sMerge for a complete UI element.
  • Groups for hierarchical animation - several shapes → sMerge → sTransform = transform the whole composition in a single animation (an alternative to null objects).
  • Multi-shape geometric pattern - rectangles + circles + triangles in a motif with sMerge to keep the different colors / styles.
  • Two-color text-like shapes - several simple shapes that visually form a pictogram or letter mark, each part of the letter with its own color.
  • Manually duplicated shapes - instead of an sDuplicate (identical clones), several slightly different shapes merged together for a more organic and varied pattern.

Tips

  • Connection order = Z-order - the first input = background, the last one = on top. To change the order, reconnect in the order you want.
  • Keep individual colors - with sMerge, each shape keeps its color. No need for Style Mode (which would force a uniform color).
  • sMerge + sTransform for grouped animation - combine all the shapes of a logo in an sMerge, then an sTransform downstream animates the whole thing as a unit.
  • No real mathematical merge - the overlapping areas of the shapes show the one on top, not a blend. For color blending effects, rasterize with sRender, then use a classic Merge 2D with blend modes.
  • Practical limit of N shapes - there is no technical limit, but beyond 20-30 shapes, consider sDuplicate (if the shapes repeat) to keep the graph light.
  • Rename explicitly - in an sMerge with 5+ inputs, naming the source shapes "Background", "Icon", "Badge" keeps the composition readable.
  • For shapes that must interact (Boolean), use an sBoolean upstream, then feed the result into an sMerge with other independent shapes.