03 / NODE FAMILY

Masks & Shape

Limit an effect or build a graphic?

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.

A practical technical guide08 topics
FUSION / NODE STUDYINTERACTIVE
FUSIONCONCEPT VIEWEFFECT MASKCHANGE THE CONTROLS BELOW01 / 01
RectangleMask

Controls where Blur is applied through its blue Effect Mask input. The image follows a separate branch.

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

Rectangle → Blur: Effect Mask (blue input)

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

IN THIS GUIDE
RectangleEllipsePolygonSRectangleSEllipseSMerge
01 / OVERVIEW

How this family works

A mask describes coverage and limits an operation. Shape stores vector artwork; SRender turns it into an image of a defined size.

01 / TOPIC

The key difference

Rectangle, Ellipse, Polygon and B-Spline are commonly used as masks. Their job is to describe an area: where Blur is applied, where a grade is visible, where a Merge is limited or where an alpha operation should act.

Shape nodes with an S prefix are different. SRectangle, SEllipse, SText, STransform and SMerge pass vector-shape data through a dedicated Shape pipeline. That stream is not a normal image and is not an ordinary mask stream.

02 / TOPIC

What a regular mask does

A mask modifies the influence of another node. Connect an Ellipse to the mask input of Blur and only the ellipse region is blurred. Connect a Polygon to a Merge mask and the blend is constrained to that shape.

A mask therefore answers the question 'where should this operation happen?' It normally does not become the visible graphic by itself. If you want a visible filled or stroked shape as a design element, the Shape system is often the more appropriate toolset.

03 / TOPIC

What the Shape system does

Shape nodes create vector objects that can be combined, transformed, styled and animated before rasterization. Several shapes can be assembled with Shape-specific operations and kept editable as vector elements throughout that branch.

This is useful for motion graphics, clean lines, repeated shapes, stylized typography and UI-style graphics where retaining a vector representation is more flexible than creating a raster image immediately.

04 / TOPIC

Where the conversion happens

SRender is the important boundary. Before SRender, the branch is Shape data. After SRender, it is a regular 2D image that can be connected to Merge, Blur, Glow, Color Corrector and MediaOut.

Thinking in terms of that boundary makes a Flow easier to debug: if a regular image node refuses a Shape connection, the branch probably has not been rasterized yet.

05 / TOPIC

When to choose each approach

Use regular masks when the main task is isolation or effect control: rotoscoping a region, limiting a grade, revealing part of a layer or constraining a transition. Use Shape nodes when the shape itself is part of the visible design.

A project can use both at once. A vector Shape branch can be rendered through SRender, merged into the shot and then constrained by an ordinary Polygon mask at a later stage.

06 / TOPIC

Practical example: mask versus Shape

For a local correction, MediaIn can feed Color Corrector while Rectangle is connected only to the blue mask input. The Rectangle does not draw a visible layer; it simply limits where the correction is allowed to affect the image.

For visible motion graphics, SRectangle can create a plate, SText can create the label, SMerge can combine those vector elements and STransform can animate the block. SRender then converts the Shape result into an ordinary image that a regular Merge can place over MediaIn.

If those two approaches are mixed up, the Flow becomes confusing very quickly. A standard Rectangle is a control matte for another node, while SRectangle is actual vector content inside the Shape data system.

07 / TOPIC

Turn a mask into a layer, or an image into a mask

To draw a colored panel, set the color and alpha in Background and feed Rectangle into its blue Effect Mask input. Background, rather than Rectangle, then feeds Merge Foreground. The mask can be viewed as a coverage image, but Background supplies the panel’s color.

Use Bitmap to extract a mask from an existing image and select the channel deliberately: Alpha for logo transparency or Luminance for a brightness pattern. SRender → Bitmap creates a regular mask from Shape artwork. Check inversion and range: black suppresses, white fully passes, and intermediate values produce partial influence.

08 / TOPIC

Contours, shape order and the rasterization boundary

In a mask branch, multiple masks connect through mask inputs and combine using the selected Paint Mode. Add and Subtract behave differently; subtraction needs an existing area to subtract from. Inspect the combined mask on its own before connecting it to an image operation.

Within Shape, SMerge element order affects overlap. Apply shared motion and scaling with STransform before SRender where possible. Once SRender has produced a layer, its resolution is fixed: a large downstream Transform magnifies pixels. Check thin lines and Soft Edge at delivery size and during playback.

02 / DECISION TABLE

Which node to choose?

Node / groupTaskCheck before using
Rectangle / EllipseGeometric maskRecipient tool’s Effect Mask input
Polygon / B-SplineRotoscoping and arbitrary contoursAnimation, Soft Edge and Paint Mode
BitmapMask from a chosen image channelAlpha and Luminance produce different results
SMerge / SRenderAssemble vectors and output an imageShape order and output resolution
03 / REAL WORLD

Three working setups

01

Limit an effect

MediaIn → Blur; Polygon → Blur (Mask)

Polygon joins from a side branch, not in series between MediaIn and Blur.

02

Vector lower third

SRectangle + SText → SMerge → STransform → SRender

Shape and text combine before shared motion and rasterization.

03

Shape as a regular mask

SRectangle → SRender → Bitmap → Merge (Mask)

Bitmap selects Alpha or Luminance; image layers feed Merge BG/FG separately.

04 / WORKFLOW

A dependable workflow

  1. 01

    Choose Rectangle, Ellipse, Polygon or B-Spline when you need an effect mask

  2. 02

    Choose SRectangle, SEllipse, SText and related S-nodes when the vector shape itself is the visual element

  3. 03

    Combine and transform Shape data inside the Shape branch

  4. 04

    Use SRender when the vector system needs to become a regular 2D image

  5. 05

    Composite the SRender result with Merge and finish it with ordinary image tools

  6. 06

    Use regular masks later if the rendered result still needs local visibility control

05 / TROUBLESHOOTING

What usually goes wrong

Expecting a regular Rectangle mask to behave like a visible vector graphic without a node that turns it into image content.

Connecting Shape data directly into ordinary image inputs without SRender.

Using a large Shape setup only to create a simple one-off mask that Polygon or Ellipse could handle more directly.

Rasterizing the Shape branch too early and then losing easy vector-level control.

Confusing SMerge with the normal image Merge; they combine different data types.

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.