01 / NODE FAMILY

Generators

From an empty frame to color, type and texture.

How to use Background, Text+, Fast Noise and other image generators; control resolution and alpha; build procedural maps; and composite the result.

A practical technical guide10 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONCONCEPT VIEWVIEWERALPHA 0.6501 / 01
BackgroundImage · RGBA

Creates a solid color or gradient. Alpha sets transparency; resolution defines the canvas.

EXAMPLE CONNECTIONS
  1. 01Background
  2. 02Transform
  3. 03MediaOut

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

IN THIS GUIDE
BackgroundText+Fast NoiseGradientGridColor Generator
01 / OVERVIEW

How this family works

A generator may supply a visible layer, a transparent canvas or a control map. The same Fast Noise output is routed differently for texture, masking and displacement.

01 / TOPIC

A generator creates a branch without footage

Generators create their own output rather than changing an upstream shot. Background makes a color or transparent canvas, Text+ produces text, and Fast Noise calculates procedural patterns. Their outputs can become visible layers or control signals for other effects.

A regular Rectangle mask does not act like a visible color layer. To make one, combine it with a Background or build a Shape graph and render it through SRender.

02 / TOPIC

Background: canvas, transparency and dimensions

Background is the cleanest way to create solid fills, cards, gradients and an empty frame. Watch the Alpha setting: an opaque fill completely covers the image below when merged over footage.

Resolution and pixel aspect must match the intended composite. Set the generator output to the correct image dimensions before applying filters that rely on a full frame.

03 / TOPIC

Text+: an independent compositing layer

Text+ produces a rendered image with alpha and controls for typography, layout, shading and animation. Keep titles on a separate branch so Transform, Glow and masks affect the title rather than the entire shot.

A reliable pattern is Text+ → Transform → Glow → Merge Foreground, with the shot in the Merge Background. Build the graphic first, then animate it.

04 / TOPIC

Fast Noise as imagery and as a control map

Fast Noise can make fog, clouds, light textures or patterned backgrounds, but it is also useful as a displacement or effect-control map. Decide which role it serves before connecting it downstream.

Scale controls the size of the main pattern; Detail adds smaller structure. Tune contrast and range before using noise to drive a mask, and verify animation parameters over the full duration.

05 / TOPIC

Gradients, shapes and procedural design

Background gradients are suitable for soft transitions, while Shape tools are preferable for large vector layouts with reusable elements. Do not build a dense UI with dozens of raster masks if a Shape graph would be cleaner.

Generators are also valuable as technical sources: test grids, white mattes, temporary placeholders and texture references. What matters is where their outputs are connected.

06 / TOPIC

Effects versus Merge

Blur, Glow and Color Corrector modify an existing image. Merge combines two independent sources, normally shot into Background and graphic into Foreground. Verify the destination port and alpha when your element disappears.

Keep source-specific effects before the final merge whenever possible. This preserves independent control and avoids reprocessing the whole frame unnecessarily.

07 / TOPIC

Three practical recipes

Interview lower third: MediaIn goes to Merge Background; Text+ → Transform → Glow goes to Merge Foreground. Mask only the effect that should be constrained.

Procedural background: Background provides a canvas while Fast Noise generates texture or a displacement field. Finish with color and depth treatments after the basic pattern is established.

Animated interface: use separate Text+ and Background layers for simple assets; for many vector shapes use SRectangle/SMerge and convert through SRender.

08 / TOPIC

Delivery checks

Verify resolution, alpha and soft-edge premultiplication. Inspect animation on the first and last frames, and assess performance with full-resolution effects.

Name branches clearly in Flow and group complex work in Underlays so the logic remains readable during revisions.

09 / TOPIC

Fast Noise has three different downstream roles

For a visible texture, send Fast Noise to an image-effect input or Merge Foreground. To restrict an effect, use Fast Noise → Bitmap, select Luminance or the intended channel, and connect Bitmap to Effect Mask. For displacement, feed noise into Displace’s displacement-map input and put the image to distort on its main image input.

Scale sets pattern size, Detail controls finer components, Seethe changes the pattern’s state, and Seethe Rate changes it automatically over time. Center moves the pattern, which differs from changing its internal structure. Check neutral map value, channel selection and displacement direction in the receiving Displace node.

10 / TOPIC

Full-frame canvas and an independent graphics layer

Use Background with Alpha = 0 and the required Width/Height/Pixel Aspect for a transparent technical canvas. Auto Resolution follows composition format when enabled; disable it to set dimensions manually. This Background can establish the assembly format, but does not itself create a visible panel.

For a colored panel, raise Alpha, connect Rectangle to Background’s blue input, and feed Background to Merge Foreground. For multiple vector shapes, use SMerge → SRender; before rendering they are a different data type. Choose a gradient in the appropriate generator’s controls; it does not require an obligatory “solid Background → separate Gradient node” chain.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
BackgroundFill, gradient or transparent canvasAlpha, Auto Resolution and Pixel Aspect
Text+Text image with alphaFont, layout and soft edges
Fast NoiseProcedural pattern for an image or mapScale, Detail, Seethe and value range
SRectangle / STextVector shapes and textShape data until SRender, not an image
03 / REAL WORLD

Three working setups

01

Title on footage

Text+ → Transform → Glow → Merge (FG)

Footage feeds Merge BG; Glow affects only the text.

02

Procedural distortion

Fast Noise → Displace (Map); MediaIn → Displace (Image)

Noise controls displacement; MediaIn is the image being distorted.

03

Colored panel

Rectangle → Background (Mask); Background → Merge (FG)

Background supplies color and alpha; Rectangle limits its shape.

04 / WORKFLOW

A dependable workflow

  1. 01

    Create a new Background, Text+ or Fast Noise branch.

  2. 02

    Verify output resolution and alpha in the Viewer.

  3. 03

    Apply local Transform, Blur, Glow or other effects to that branch.

  4. 04

    Connect any restricting mask to the appropriate blue effect-mask input.

  5. 05

    Merge the graphic as Foreground over the footage Background.

  6. 06

    Check alpha edges, image domain and MediaOut output.

05 / TROUBLESHOOTING

What usually goes wrong

Expecting a generator to behave like a video-processing effect.

Leaving Background alpha opaque and accidentally covering the shot.

Confusing Fast Noise used as a map with a visible texture.

Expecting a mask sent to an image input to become a colored layer rather than a coverage signal.

Applying full-frame Glow/Blur when only a small element needs processing.

Building complex vector layouts from too many raster masks.

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.