# Split Splines Node-Group (Split Vertex for Geometry Nodes)

**URL:** <https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081>\
**Category:** Tutorials, Tips and Tricks\
**Tags:** nodes, geometry-nodes, procedural\
**Created:** [May 20, 2022, 9:13pm UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081 "2022-05-20T21:13:55Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![zeroskilz](https://blenderartists.org/user_avatar/blenderartists.org/zeroskilz/32/1089470_2.png) [@zeroskilz](https://blenderartists.org/u/zeroskilz)\
**Post date:** [May 20, 2022, 9:13pm UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/1 "2022-05-20T21:13:55Z")

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[Split Curves(4.3).3.blend](https://blenderartists.org/uploads/short-url/t4W1d6OpsDHZQq9nDIEZAVpLbDb.blend) (235.4 KB)

> **Old Files**
>
> [Split Curves(4.3).2.blend](https://blenderartists.org/uploads/short-url/cN3hJQ1vVpZpJbgOcwOZK6lBL2I.blend) (235.4 KB)  
> [Split Curves(4.3).1.blend](https://blenderartists.org/uploads/short-url/cYDmchdZF18cMlWXlBKLAc8hKfJ.blend) (234.8 KB)  
> [Split Splines.3.blend](https://blenderartists.org/uploads/short-url/fywPh1j5pLfpBgd5FSq6Krquvx3.blend) (124.2 KB)  
> [Split Bezier(3.6).blend](https://blenderartists.org/uploads/short-url/y4hwDUvU5et9oY1MB1gypTQfWRU.blend) (88.6 KB)  
> [Split Splines.1.blend](https://blenderartists.org/uploads/short-url/61cUz8vFIVL3l0qZmqh4sns0Sp0.blend) (123.7 KB)  
> [Split Bezier.blend](https://blenderartists.org/uploads/short-url/s9el8mT0dqnYSlYQ4AG10Do6vCJ.blend) (89.6 KB)

Vertex Split for Splines developed as part of the [curve to chain-link fence](https://blenderartists.org/t/curve-to-chain-link-fence-geometry-nodes/1375713/31) project. Can be combined with material selection and curve conversion nodes to get a _Split Vertex_ effect.

 ![image](https://blenderartists.org/uploads/default/original/4X/d/c/9/dc91e2a1c24d2c6e1996eaf9601950ee259ca446.png)

## Inputs:

- Curve - currently only Poly-Splines work. If using a Bezier curve, use a _Resample_ node set to _Evaluated_ to convert (see Example).
- Selection - _Boolean_ Field input for _Points_ at which to split the curve.

## Outputs:

- Split Poly-Curves.

> **To use just copy the attached file to your asset folder and you can drag _Split Splines_ into the geometry nodes editor from the library view in the asset browser.**

## Example:

Using poly-curve-dot-product to split at “sharp” points on the curve and then shrinking the resulting curve segments:

 ![image](https://blenderartists.org/uploads/default/original/4X/e/5/f/e5f6f40650546614874286fd569d9298cc9b2df4.jpeg)  
 ![image](https://blenderartists.org/uploads/default/original/4X/e/b/a/eba9f891cd520400ea4033545b85379be8546c01.png)

…file includes _from mesh_ example and curve deltas node-group as bonus.

Performance isn’t great and it was a lot trickier to implement than anticipated. Sharing in case someone knows of a more performant or less obtuse implementation.

> Edit: Update method from @SoerenSc  
> Added Split Bezier group

> Edit 2024/03/30: Multi Splines now supported with Split Bezier.

> Edit 2025/02/12: Faster method using CurveToMesh → Split → MeshToCurve. Thanks @Zebrahead and @stray ([here](https://blenderartists.org/t/split-multiple-curves-by-handle-points-issues/1578825/3) and something about re-ordering points in a curve that I can’t find now…)

> Edit 2025/04/25: Fix weird ordering of mesh to curve.

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**Author:** ![SoerenSc](https://blenderartists.org/user_avatar/blenderartists.org/soerensc/32/639933_2.png) [@SoerenSc](https://blenderartists.org/u/SoerenSc)\
**Post date:** [March 30, 2023, 4:08pm UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/2 "2023-03-30T16:08:39Z")

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Hi, cool idea. I think i found a simpler solution. cause of the merge by distance probably not that performance either, but it seems to be working for me

 ![image](https://blenderartists.org/uploads/default/original/4X/6/4/0/64086fbc15ae80c08678056597db1962db68db11.png)

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**Author:** ![zeroskilz](https://blenderartists.org/user_avatar/blenderartists.org/zeroskilz/32/1089470_2.png) [@zeroskilz](https://blenderartists.org/u/zeroskilz)\
**Post date:** [March 30, 2023, 8:42pm UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/3 "2023-03-30T20:42:10Z")

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Initial tests show that this is actually more performant than my solution. Have vague memory of trying to get the _Split Edges Selection_ (which doesn’t work on point Booleans) to work and didn’t occur to me to use _Merge By Distance Selection_ instead.

For parity, the updated node-group looks like this:

 ![image](https://blenderartists.org/uploads/default/original/4X/8/8/9/889a36f2af1c72706fb8c2b3ce8d03a8ca2eb2fa.png)

File above updated.

Thanks

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**Author:** ![Tolkfan](https://blenderartists.org/user_avatar/blenderartists.org/tolkfan/32/774305_2.png) [@Tolkfan](https://blenderartists.org/u/Tolkfan)\
**Post date:** [August 26, 2023, 7:53am UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/4 "2023-08-26T07:53:09Z")

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It seems the `Split Edges` node has stopped working on meshes that are _just_ edges ([bug report](https://projects.blender.org/blender/blender/issues/109236)).

For anyone googling “how to split a curve”: instead of just using `Split Edges`, you have to extrude the edges so that they have faces connected, _then_ use `Split Edges`, and then delete the excess geometry created by the extrude.

 ![image](https://blenderartists.org/uploads/default/original/4X/0/4/f/04fa11ffb4521c55ba5a5af71b17861941066bb6.png)

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<div class="post-metadata">

**Author:** ![zeroskilz](https://blenderartists.org/user_avatar/blenderartists.org/zeroskilz/32/1089470_2.png) [@zeroskilz](https://blenderartists.org/u/zeroskilz)\
**Post date:** [August 26, 2023, 8:43am UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/5 "2023-08-26T08:43:36Z")

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Weird… looking at today’s build of Alpha 4 and it appears as if split edges works fine…

regular:

 ![image](https://blenderartists.org/uploads/default/original/4X/c/4/0/c403375c3711f46629ca0b5f92b081ff24bc826d.png)  
your method:  
 ![image](https://blenderartists.org/uploads/default/original/4X/2/c/3/2c3eabf0048d91c70104e45dbc3067d45dfe4737.png)

…it seems to be some optimization with the mesh-to-cuve that makes it so it only does the split using your method:

 ![image](https://blenderartists.org/uploads/default/original/4X/2/9/c/29cd79e10cf4a90f7247955501207bfad5f04e11.png)  
vs.  
 ![image](https://blenderartists.org/uploads/default/original/4X/a/4/8/a48c32de3ffb13184a964b00ec643fc3a5098ad9.png)

May wanna add that detail to your report.

(Thanks for reporting it.)

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**Author:** ![Tolkfan](https://blenderartists.org/user_avatar/blenderartists.org/tolkfan/32/774305_2.png) [@Tolkfan](https://blenderartists.org/u/Tolkfan)\
**Post date:** [August 26, 2023, 10:41am UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/6 "2023-08-26T10:41:37Z")

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Yes, new verts do appear in the spreadsheet editor after using Split Edges, but they’re not connected to the edges. Apply the modifier without the final Mesh to Curve to see that each vert has a loose double. The Mesh to Curve node basically just deletes them.

The report isn’t mine, I just found it while frantically googling for a fix for this 😛

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<div class="post-metadata">

**Author:** ![zeroskilz](https://blenderartists.org/user_avatar/blenderartists.org/zeroskilz/32/1089470_2.png) [@zeroskilz](https://blenderartists.org/u/zeroskilz)\
**Post date:** [September 25, 2023, 7:24am UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/7 "2023-09-25T07:24:57Z")

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Looks like Split Edges works again. Will update things shortly.

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**Author:** ![shmuel\_Dovid\_Israel](https://blenderartists.org/user_avatar/blenderartists.org/shmuel_dovid_israel/32/1107783_2.png) [@shmuel\_Dovid\_Israel](https://blenderartists.org/u/shmuel_Dovid_Israel)\
**Post date:** [November 28, 2023, 11:25pm UTC](https://blenderartists.org/t/split-splines-node-group-split-vertex-for-geometry-nodes/1381081/8 "2023-11-28T23:25:19Z")

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btw, I’ve done this myself before with three different methods

the main thing i want to point out is the method that i extrude the **points** that i want to split. since curves points can’t have more thsn two neighbors, it splits the spline. then i delete the extra splines.

here of some images from the discord thread i shared them on:

 ![](https://blenderartists.org/uploads/default/original/4X/d/1/f/d1fa7735f4be342353fe3e21c8c7705ae961952a.png)  
_this is the method i mentioned above, and is the fastest i tested_

 ![](https://blenderartists.org/uploads/default/original/4X/5/5/d/55d27a927b92317939c8ca85649237d1dad29126.png)  
_this is a ‘split edges’ and ‘merge by distance’ method_

 ![](https://blenderartists.org/uploads/default/original/4X/d/3/4/d340bf2444afe74c9944c9090db5785787af4b68.png)  
_this is a manual method that creates new splines_

* * *

I got them working for bezier curves aswell
