Connections between nodes have different meanings in different network types.
In Object (OBJ) networks, the connections control parenting (connect child objects to the outputs of parent objects).
In particle (POPs), geometry (SOPs), and compositing (COPs) networks, connections control the flow of geometry data through the network.
In render output (ROPs) networks, connections control dependencies between render passes (connect later renders to the outputs of prerequisite renders).
You can hold Space and pan and zoom the network view while connecting, if you need to bring the node you're connecting to into view.
|Connect existing nodes|
You can also press Alt + on a node to start the connection. This is useful in large networks where you may be zoomed out, making the nodes appear smaller.
|Delete a connection|
|Branch an already-connected output to another input|
|Create a new node and connect it to an input|
|Create a new node and insert it in the output stream|
|Create a new node and branch it off the output stream|
|Connect multiple node outputs at once to a single input|
This is useful when you want to connect a bunch of nodes to a Merge node.
|Remove a node from a network of nodes|
Hold on a node (or multiple selected nodes) and shake from side to side.
This only works for multiple selected nodes if they form a linear chain, or a mix of linear node chains and single selected nodes.
|Get help on an input|
Many nodes let you connect multiple nodes to their input, and the order of the inputs is sometimes significant (for example, Render nodes (ROPs) render their inputs in order).
To reorder the inputs, use the controls on the input list in the parameter editor.
Select the node in the network pane.
In the parameter editor, scroll down to the bottom of the panel. For nodes with multiple inputs there will be a list of inputs.
Drag and drop the inputs in the list or click the up-arrow icons to reorder them.