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Classic Fusion 3D

Fusion 3D Nodes: scene, camera, light, geometry and Renderer3D

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.

Example nodes

Text3DImagePlane3DMerge3DCamera3DRenderer3DTransform3D

What classic Fusion 3D is

A classic Fusion 3D branch contains objects in a coordinate space. Geometry, 3D text, image planes, cameras, lights and materials are assembled into a scene rather than layered directly as 2D pixels.

That scene can be transformed and viewed from different cameras without re-rasterizing every object at each step. The conversion to a normal image happens only when Renderer3D evaluates the scene from a camera.

Merge3D is not the normal Merge

Merge3D combines scene elements that coexist in 3D space. It does not place one flat image over another the way the regular Merge does. Several objects, cameras and lights can feed a Merge3D and remain distinct 3D entities.

A normal Merge expects images. Therefore a Merge3D output normally goes to Renderer3D first. The Renderer3D output is then a regular image that can be connected to a 2D Merge.

The main pieces of a 3D scene

Geometry defines form: Text3D, Shape3D, ImagePlane3D and imported meshes are common examples. Transform3D positions scene elements. Camera3D determines the viewpoint. Lights and materials control how surfaces respond visually.

Renderer3D resolves those scene relationships into pixels. Its settings affect quality, lighting, shadows, transparency and other render behavior, so it is both a technical boundary and a creative part of the scene.

When 3D is worth using

Use 3D when perspective, parallax, camera movement, volumetric positioning or lighting relationships matter. 3D titles, screen walls, product cards, layered image planes and camera-driven motion are common production cases.

If the visual can be built as two flat layers with a simple scale or position animation, classic 3D may only add complexity. Choose it when the spatial relationship is part of the design.

Returning to the 2D composite

A clean workflow often ends the 3D branch at Renderer3D. From there the rendered image is merged over live footage and matched with ordinary Blur, Glow, color, matte and grain tools.

Keeping that boundary clear prevents the common mistake of trying to feed a live 3D scene into nodes that only understand pixels.

Practical example: a 3D title inside a 2D shot

A typical title setup starts with Text3D or another 3D object, combines scene elements through Merge3D, adds Camera3D and one or more lights, and then uses Renderer3D to turn the scene into an image.

Only after Renderer3D should the title be treated like a normal layer. A regular Merge can place it over MediaIn, and ordinary 2D tools such as Glow, Blur, Color Corrector or masks can finish the integration.

This example shows the essential boundary: Merge3D assembles objects that still live in a scene, while Merge assembles rendered images. Keeping those jobs separate prevents one of the most common architectural mistakes in Fusion.

Practical workflow

1Create geometry or 3D text
2Position elements with Transform3D and assemble them through Merge3D
3Add Camera3D and lights when the scene requires controlled perspective and illumination
4Apply materials and textures to the relevant geometry
5Render the scene through Renderer3D
6Composite the Renderer3D image into the normal 2D pipeline