Big-picture map

Fusion architecture

Start with the data type. Then choose a compatible input.

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.

A practical technical guide17 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONRGBACONCEPT VIEWVIEWERCHANGE THE CONTROLS BELOW01 / 01
ImageImage · RGBA

Images can be processed and composited directly. MediaOut receives the final composition in Resolve.

EXAMPLE CONNECTIONS
  1. 01MediaIn
  2. 02Merge
  3. 03MediaOut

Graphic → Merge: Foreground; MediaIn → Background

A teaching model of the principle. Slider values are illustrative; native controls are documented in the node reference.

IN THIS GUIDE
MergeSRenderpRenderRenderer3DTrackerSetDomain
01 / OVERVIEW

How this family works

Read a graph by both data types and tool roles. Generator, effect and tracker are roles; image, Shape, particles and scene describe a particular connection.

01 / TOPIC

Why a map is useful

Fusion becomes much easier once you stop thinking of every node as another effect in one giant list. Several different data systems coexist inside the same Flow, and each system has its own compatible nodes and transition points.

The architecture map answers two questions: what kind of data is on this branch, and where does that data become a normal image that can join the final composite?

02 / TOPIC

Different wires can carry different things

A wire may represent a 2D image, a mask, vector Shape data, a particle simulation, a classic 3D scene, a USD scene or control data such as tracking. Connections only make sense when the receiving node understands that data type.

When two nodes refuse to connect, the problem is often architectural rather than a software bug. Find the data boundary instead of forcing the connection.

03 / TOPIC

The 2D pipeline is the final assembly area

Regular image nodes are where most finished branches eventually meet. Footage, titles, rendered particles and rendered 3D elements can all become image layers and then be combined with Merge, masks, color operations and MediaOut.

This is why learning normal 2D compositing first gives you a stable base even when the project later includes much more advanced systems.

04 / TOPIC

Shape, particles and 3D have render boundaries

Shape data usually becomes an image through SRender. Particle data becomes an image through pRender (2D). Classic 3D scenes become images through Renderer3D. USD/U scenes use their own render/output stage.

Before that boundary you manipulate objects or simulation data. After that boundary you manipulate pixels. Knowing which side you are on determines which nodes make sense.

05 / TOPIC

Tracking, channels and utilities support the other systems

Tracking nodes often generate motion data that drives another branch. Channel, depth and color-space tools preserve or transform technical image information. Utility nodes control domain, caching, metadata and Flow organization.

These tools may not be the visual centerpiece of a shot, but they are what make a complex composite reliable enough for production.

06 / TOPIC

How to read an unfamiliar Flow

Find MediaIn and MediaOut first. Then locate the major Merge nodes and identify separate islands: Shape, particles, 3D, tracking, color and utility. Look for SRender, pRender (2D) or Renderer3D to see where specialized data becomes pixels.

Once the architecture is visible, inspect the details inside each island. This is faster and more reliable than reading a hundred nodes from left to right without knowing which system each one belongs to.

07 / TOPIC

Materials and lighting live inside scene systems

Materials describe how a surface reacts to light; lights describe illumination; cameras define the view. None of these is a final 2D layer by itself. They only become visible after a 3D or USD scene is evaluated by the appropriate renderer.

This distinction matters when reading a Flow. A material branch belongs with geometry and shading before the scene renderer, while ordinary color correction belongs after the rendered image has entered the 2D pipeline.

If a material seems to do nothing, inspect assignment, geometry, normals, lights and renderer settings before reaching for a 2D workaround. The problem is often still inside the scene domain.

08 / TOPIC

USD/U nodes form a separate scene-description pipeline

USD nodes operate on structured scene-description data: assets, hierarchy, transforms, geometry, materials, cameras and lights. They are designed for a different production problem from a simple stack of 2D effects.

Keep scene edits inside the USD branch while the hierarchy is useful. Render or output the scene only when the rest of the Fusion composition needs a conventional image rather than editable scene data.

Classic Fusion 3D and USD can both describe scenes, but they are not interchangeable families. Treat each as its own domain with its own compatible merge and render tools.

09 / TOPIC

Tracking produces motion data that drives other nodes

Tracking is an analysis stage. Point, planar, surface and camera trackers extract motion from MediaIn and produce information that can drive transforms, corner pins, masks, stabilization, 3D cameras or other downstream controls.

The track itself is not the finished visual effect. Validate it first, then transfer or connect the motion to the element that must follow the plate. A poor track will contaminate every stage built on top of it.

Thinking of tracking as control data explains why it can bridge several domains: the same analysis can guide a 2D graphic, a matte, a cleanup operation or a reconstructed 3D scene.

10 / TOPIC

Color, alpha, depth and stereo are hidden parts of image data

The visible RGB image is only one part of what may travel through a Fusion branch. Alpha, Z/depth, motion vectors, normals, mattes, stereo information and metadata can be just as important to later processing.

Operations that appear harmless can drop or misalign auxiliary information. Resize, Crop, Merge, Saver and color-space conversions should therefore be checked when a later key, depth effect or stereo stage behaves unexpectedly.

Inspect the channel you are actually troubleshooting. A beauty image can look correct while its alpha or depth data is already broken.

11 / TOPIC

Merge and Render nodes define the major system boundaries

Merge-like nodes combine compatible data inside a domain: regular Merge combines images, Merge3D combines scene objects, SMerge combines Shape data, and other systems have equivalent family-specific operations.

Render nodes usually mark the exit from a specialized domain. SRender, pRender (2D), Renderer3D and the USD renderer turn vector, simulation or scene data into pixels that ordinary 2D tools can process.

When two nodes refuse to connect or the result is invisible, ask which domain each side belongs to and where the conversion to image data is supposed to happen. That question resolves many Fusion architecture problems immediately.

12 / TOPIC

Utility nodes provide order, speed and reliability

Crop, Resize, SetDomain, AutoDomain, Loader, Saver, metadata tools, WirelessLink and Underlay may not create the hero effect, but they make a large composition practical to calculate, inspect and maintain.

Domain control can prevent expensive effects from processing empty space, intermediate renders can isolate heavy branches, and clear organization keeps a complicated Flow from turning into an unreadable web of wires.

A production-ready graph therefore has a technical layer as well as a creative one: source preparation, explicit boundaries, caching, metadata preservation and readable grouping all matter.

13 / TOPIC

Typical data routes through Fusion

A pure 2D route can be as simple as MediaIn → Transform/Color/Blur → Merge → MediaOut. A mask such as Ellipse or Polygon connects to a mask input and limits an operation without becoming the main visible image.

A Shape route looks like Shape nodes → SRender → Merge; a particle route looks like pEmitter → particle modifiers → pRender (2D) → Merge; a 3D route looks like objects with assigned materials + Camera3D + lights → Merge3D → Renderer3D → Merge.

Tracking usually begins with MediaIn → tracker, then sends solved motion to Transform, Planar Transform, Corner Pin, a mask or a camera. Reading these recurring routes makes unfamiliar graphs much easier to decode.

14 / TOPIC

A practical method for reading any unfamiliar Flow

Start with MediaIn and MediaOut, then find the major Merge nodes. After that, identify isolated islands of Shape, particles, 3D, USD, tracking, color/channel processing and utility operations instead of trying to read every node in sequence.

Mark the conversion boundaries: SRender, pRender (2D), Renderer3D, USD render/output, and any place where tracking data is applied to an image or scene. Also note Crop/SetDomain and intermediate Saver nodes that change how the branch is evaluated.

A readable Flow should answer three questions: what creates the element, what controls its motion or appearance, and where it becomes a final image layer. Once those points are clear, even a very large comp becomes navigable.

15 / TOPIC

Where to continue after the architecture map

Study regular 2D nodes first for everyday compositing. Move to Shape versus masks when visible vector graphics and effect mattes start to blur together, and use the particle guide for smoke, sparks, dust and procedural motion.

Use the 3D plus material/light guides for cameras, geometry and lit scenes; use the USD guide for structured scene assets; use tracking when a synthetic element must inherit real motion; and use the color/depth/channel guide when auxiliary image data matters.

The goal is not to memorize hundreds of node names. It is to recognize the data system, its merge rules and its render boundary so the detailed node reference becomes a map of a production pipeline rather than an arbitrary list of tools.

16 / TOPIC

Data type and tool purpose are two axes of the map

Image, mask, Shape, particle stream, classic 3D and USD describe what is transmitted or accepted. Generator, effect, compositing, tracking and utility describe a role. Text+ is therefore both a generator and a regular 2D node; SRectangle generates Shape data; pEmitter creates particles. Families overlap in purpose rather than forming isolated sets.

Match the source output to the recipient’s specific input. One tool may have different inputs: image and mask on Blur, image and displacement map on Displace, particles and camera on pRender. Connector color is a useful cue, but the port’s name and description are more precise than a color-based assumption.

17 / TOPIC

Three relationships that are not one sequential chain

A mask connects from a side branch to an effect: MediaIn → Blur and Polygon → that Blur’s Effect Mask. Material is assigned to geometry; the object, camera and lights enter Merge3D through separate branches. Tracking analyzes footage, then its data drives another branch through linked controls, a generated Planar Transform or an exported camera.

The render boundary depends on the mode: SRender → image; Renderer3D → image; URenderer → image. pRender (2D) → image, but pRender (3D) → Merge3D → Renderer3D → image. Check the data type after each transition, then dimensions, alpha, color and auxiliary channels before final 2D assembly.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
Image + MaskMain flow and side controlMask connects to the intended port
Shape → SRenderVector data becomes an imageScale and animation before rendering
Particles → pRenderSelect 2D or 3D output3D requires Renderer3D
Classic 3D / USDScene with compatible connectionsMaterial to geometry; camera and lights to scene
Tracking / UtilityControl data and housekeepingAnalysis separate from image compositing
03 / REAL WORLD

Three working setups

01

Local 2D effect

MediaIn → Blur → MediaOut; Polygon → Blur (Mask)

Pixels and mask arrive through different branches.

02

A shared 3D frame

Shaded objects + Camera3D + lights → Merge3D → Renderer3D

Image data appears after the renderer; the scene is retained before it.

03

Hybrid composite

SRender + pRender (2D) + Renderer3D → MultiMerge → MediaOut

All final composite inputs are images; verify layer order and alpha.

04 / WORKFLOW

A dependable workflow

  1. 01

    Identify the data type on every major branch

  2. 02

    Keep 2D, Shape, particle, classic 3D and USD systems visually separated in the Flow

  3. 03

    Use SRender, pRender (2D), Renderer3D or the appropriate USD render/output stage as explicit boundaries

  4. 04

    Return rendered branches to the normal 2D composite for final Merge and finishing

  5. 05

    Treat tracking as control data that drives other branches

  6. 06

    Preserve alpha, depth, auxiliary channels, domain and metadata where downstream stages need them

  7. 07

    Organize large compositions with clear names, Underlays, sensible pre-renders and traceable connections

05 / TROUBLESHOOTING

What usually goes wrong

Connecting Shape, particle or 3D scene data directly into a normal image Merge without the correct render boundary.

Confusing Merge with Merge3D or other system-specific merge nodes.

Treating a mask as a visible image layer instead of a control input.

Assuming a material or light node is an ordinary 2D color effect.

Losing alpha, depth or auxiliary data during an intermediate render.

Building an entire composition as one unstructured chain with no system boundaries.

Ignoring domain size and paying a performance cost for invisible processing regions.

Using tracking results without verifying solve quality first.

BLACKMAGIC DESIGN / REFERENCE

Continue with the official guide

Examples explain the connection logic. For the exact controls and availability in your installed version and edition, use the corresponding Blackmagic Design manual.