Core image pipeline

Everyday 2D nodes

Pixels, alpha and a readable processing chain.

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.

A practical technical guide08 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONCONCEPT VIEWVIEWERBEFOREAFTER
BlurImage · RGBA

Softens detail. Check both RGB and Alpha on transparent graphics.

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

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

IN THIS GUIDE
MediaInMergeTransformBlurGlowColorCorrector
01 / OVERVIEW

How this family works

The main wire in a 2D pipeline carries an image. Masks drive dedicated inputs, while other scene systems first pass through a suitable renderer.

01 / TOPIC

What this family actually is

Regular 2D nodes are the default language of Fusion compositing. They receive an image, modify it and pass another image downstream. MediaIn, Background, Merge, Transform, Blur, Glow, Color Corrector, keyers, matte tools and many generators all live in this world.

The important distinction is the data on the wire: it is already raster image data. A 2D node can work with pixels, RGB, alpha, auxiliary channels, resolution and the image domain, but it does not understand a particle simulation or a 3D scene as a live scene.

02 / TOPIC

How 2D differs from Shape, Particle, 3D and USD

Shape nodes pass vector-shape data until SRender converts it to an image. Particle nodes pass a particle stream until pRender (2D) turns that simulation into pixels. Classic 3D nodes pass a scene until Renderer3D renders it. USD/U nodes use their own scene-description pipeline and renderer/output stage.

Once those systems have been rendered, their results can be treated like any other image: merged over footage, blurred, graded, masked, given glow, sharpened and finally sent to MediaOut. This is why the regular 2D pipeline becomes the final meeting point for many different Fusion systems.

03 / TOPIC

Inputs, outputs and masks

The color and role of an input matter. A main image input expects image data. Merge has separate Background and Foreground image inputs. A blue effect-mask input usually limits where a node operates; it does not replace the image that node processes.

That distinction explains many connection errors. If you want to pass a visible layer, use an image input. If you only want to constrain the effect, use the mask input. If the upstream branch still contains Shape, Particle or 3D scene data, render that branch before feeding it into the normal 2D composite.

04 / TOPIC

How to build a clean 2D flow

Keep logical branches separate: source preparation, graphics, masks, effects and final assembly should be readable as blocks. A good Flow makes it obvious where an element is created, transformed, masked, composited and finally delivered.

Also watch the image domain. Heavy Blur, Glow and Transform operations can become unnecessarily expensive when the active domain is much larger than the visible element. Crop, SetDomain and Resize can be production tools, not merely housekeeping nodes.

05 / TOPIC

Practical example

A common graphics chain is MediaIn for the shot, Text+ or Background for the graphic, Transform for size and position, Merge for compositing, an optional mask for local control, then Blur, Glow or Color Corrector for finishing before MediaOut.

If particles are needed, build them separately as pEmitter → pTurbulence → pRender (2D), then merge the rendered image. If a 3D title is needed, build Text3D + Camera3D + SpotLight → Merge3D → Renderer3D, then return that rendered image to the 2D Merge.

06 / TOPIC

When regular 2D nodes are the right choice

Use regular 2D nodes whenever the job is already expressed as an image: placing a title over footage, correcting color, adding glow or blur, combining layers with Merge, preparing alpha, building a clean plate or sending the finished image to MediaOut.

This is also the most practical space for integration work. Screen replacements, logos, lower thirds, before/after composites, grain matching and final color balancing are usually easiest once every source has been converted to ordinary image data.

Even when a comp begins with Shape, particles or 3D, the finishing stage normally returns here: render the specialized system, merge the resulting image, match color and softness, verify alpha and deliver the final 2D composite.

07 / TOPIC

Image input, mask and frame format are separate checks

Merge receives two independent images: MediaIn → Background and artwork → Foreground. Rectangle or Polygon arrives through a separate branch at Effect Mask. That connection controls the blend; it is not inserted in series between footage and an effect. View a mask directly to inspect its coverage signal, rather than expecting a colored title.

The Background input establishes the basic output format of Merge. Swapping full-frame footage with a small still may change dimensions, cropping and placement. Check Width/Height, Pixel Aspect and the current frame on both sources before adding more Transform corrections.

08 / TOPIC

Alpha and soft edges: verify them before the final Merge

Inspect RGB and Alpha separately, then view the layer over both light and dark backgrounds. A black Viewer does not distinguish transparent pixels from an opaque black image. If alpha is one everywhere, the foreground will cover the background regardless of its RGB values.

For a nonlinear grade on premultiplied imagery, use an intentional AlphaDivide → grade → AlphaMultiply pair or the relevant tool’s built-in Pre-Divide/Post-Multiply. Do not apply both corrections automatically: multiplying twice darkens semitransparent edges. Recheck Z and ID channels after operations that rebuild the image.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
MediaIn / LoaderImage sourceFrame, dimensions, alpha and color
MergeForeground over BackgroundYellow BG; green FG; blue mask
AlphaDivide / AlphaMultiplyRGB relationship to transparencyDo not premultiply RGB twice
MediaOutFusion result for ResolveCorrect final branch
03 / REAL WORLD

Three working setups

01

Two independent branches

MediaIn → Merge (BG); Text+ → Merge (FG)

Merge combines footage and title; neither source replaces the other.

02

Darken a local region

MediaIn → Color Corrector; Ellipse → Color Corrector (Mask)

The mask confines the grade while the image stays on the main input.

03

Preserve a soft edge

AlphaDivide → Color Corrector → AlphaMultiply → Merge

Use the pair intentionally for premultiplied imagery; check edges over light and dark backgrounds.

04 / WORKFLOW

A dependable workflow

  1. 01

    Create a regular 2D source with MediaIn, Background, Text+ or another image generator

  2. 02

    Use Transform, Crop or Resize to prepare position, scale and processing area

  3. 03

    Use Blur, Glow, color tools or keyers on the visible image data

  4. 04

    Use mask inputs to constrain an operation without replacing the main image input

  5. 05

    Assemble layers with Merge or MultiMerge

  6. 06

    Send the finished image to MediaOut or another downstream image-processing branch

05 / TROUBLESHOOTING

What usually goes wrong

Connecting a live 3D scene, particle stream or Shape stream directly to a normal 2D Merge without rendering it first.

Treating an effect mask as if it were the main image input.

Building one very long unlabelled chain instead of separating source, effect and final-composite blocks.

Running expensive Blur or Glow operations across an unnecessarily large image domain.

Trying to repair alpha-channel problems with ordinary color correction instead of matte/channel tools.

Merging every element too early and losing the ability to adjust layers independently.

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.