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Node family map

How Fusion node systems differ

Fusion does not pass the same kind of data through every wire. Shape nodes carry vector shapes, particle nodes carry simulations, classic 3D and USD carry scenes, while render nodes convert those systems back into normal images for final compositing.

2D
its own data type, compatible merge/render tools and connection rules
Shape
its own data type, compatible merge/render tools and connection rules
Particle
its own data type, compatible merge/render tools and connection rules
3D
its own data type, compatible merge/render tools and connection rules
USD
its own data type, compatible merge/render tools and connection rules
Render
its own data type, compatible merge/render tools and connection rules

Start here

12 guides that explain Fusion architecture

These pages explain why some nodes connect directly, why others require a renderer, and how different data systems eventually meet in the final 2D composite.

01

Core image pipeline

regular 2D nodes

MediaIn, Merge, Transform, Blur, Glow, Color Corrector and most familiar Fusion tools operate on flat image data: pixels, RGB, alpha, masks and image domains. This is the main 2D pipeline that Shape, Particle, 3D and USD systems usually return to after rendering.

no prefixMediaMergeTransform
02

S-nodes and mask tools

Shape vs masks

Rectangle, Ellipse and Polygon usually define where an effect is allowed to operate. SRectangle, SEllipse, SText, SMerge and SRender belong to a separate vector Shape system that must be rendered before it becomes a normal 2D image.

RectangleEllipsePolygonSRectangle
03

Simulation pipeline

Particle nodes

Nodes with a p prefix pass particle data rather than a finished image. Emitters create particles, forces change their motion, collision and behavior nodes modify the simulation, pMerge combines particle streams and pRender converts the result into an image.

pEmitterpImageEmitterpTurbulencepForce
04

Classic Fusion 3D

Fusion 3D

Text3D, ImagePlane3D, Shape3D, Merge3D, Camera3D, lights, materials and Renderer3D form Fusion's classic 3D scene pipeline. Before Renderer3D the wire represents a scene, not a finished 2D image.

Text3DImagePlane3DMerge3DCamera3D
05

Universal Scene Description

USD / U nodes

UCamera, UShape, UMerge, UMaterial, UTexture, UTransform and URenderer belong to Fusion's USD-oriented pipeline. They work with scene-description concepts such as hierarchy, variants, visibility, materials and assets rather than acting as replacements for classic Merge3D nodes.

UCameraUShapeUMergeUMaterial
06

Data boundaries

Merge & Render

Merge, MultiMerge, Merge3D, SMerge, pMerge, UMerge, Renderer3D, SRender, pRender and URenderer share similar names but operate in different Fusion data systems. Merge nodes combine compatible data; render nodes often convert a specialized system into a regular 2D image.

MergeMultiMergeMerge3DSMerge
07

Motion analysis

Tracking nodes

Tracker, Planar Tracker, Surface Tracker and Camera Tracker first analyze movement in the shot. Their data can then drive graphics, masks, stabilization, screen replacements or a reconstructed 3D camera rather than acting as a final visual effect by themselves.

TrackerPlanarTrackerSurfaceTrackerCameraTracker
08

Image data and auxiliary channels

Color & channels

Color, Channel, Deep, Depth, Disparity, Stereo, VR, OCIO and DCTL tools can affect far more than the visible RGB result. They manage alpha, mattes, depth, auxiliary channels, color spaces, gamut and stereo-related information that determines whether a composite remains technically correct.

ColorChannelDepthDeep
09

Surface appearance

Materials & light

Blinn, Phong, CookTorrance, MaterialMerge, PointLight, SpotLight, AmbientLight, DomeLight and USD material tools determine how 3D surfaces respond visually. Geometry defines shape; materials, textures, normals, reflections and lighting determine whether that shape reads as a believable object.

BlinnPhongCookTorranceMaterial
10

Design and animation

Motion graphics

Titles, lower thirds, lines, UI graphics and animated cards in Fusion are usually built from combinations of Text+, Shape, Transform, Merge, timing, duplication, trails, motion blur and finishing effects rather than one dedicated 'motion graphics' node type.

Text+STextShapeTransform
11

Production plumbing

Utility & data

Saver, Loader, SetDomain, AutoDomain, Crop, Resize, metadata tools, WirelessLink, Underlay and similar utilities rarely create a flashy look, but they make large Fusion compositions faster, clearer, safer and easier to maintain.

LoaderSaverSetDomainAutoDomain
12

Big-picture map

Fusion architecture

A practical map of how regular 2D nodes, masks, Shape data, particles, classic 3D scenes, materials, USD, tracking, color channels and utility tools interact. Start here when Fusion feels like an unrelated collection of node types.

2DMaskShapeParticle