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Fusion 3DAdvanced

AlembicMesh3D

Alembic geometry import

Imports static or animated Alembic geometry into Fusion for lighting, materials, transforms and rendering.

AlembicMesh3D
DaVinci Resolve · Fusion

Imports static or animated Alembic geometry into Fusion for lighting, materials, transforms and rendering.

Overview

What AlembicMesh3D does

Imports static or animated Alembic geometry into Fusion for lighting, materials, transforms and rendering.

Mental model

Treat it as a live 3D asset loader: the .abc file supplies geometry and animation, while Fusion supplies the scene, look and render.

Common uses

Import animated meshes from Blender, Maya or Houdini
Bring complex product or logo geometry into Fusion
Use external meshes with Fusion lights and Renderer3D
Create Object ID and Material ID passes

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

SceneInput

Incoming 3D geometry or scene branch processed by the node.

AlembicMesh3D
Fusion node

Output

Processed 3D geometry or scene data for Merge3D, Renderer3D or another 3D node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Filename

Sets the Alembic file loaded by the node.

Keep the .abc file with the project or use a portable path so the link survives moving the comp.

Controls / Object Name

Selects the object inside the Alembic file.

Leave it blank only when the file should be treated as a single imported mesh.

Controls / Wireframe

Displays the imported mesh as wireframe.

Useful for checking topology, scale and orientation before final rendering.

Visibility / Visible

Controls whether the imported object is visible in the rendered scene.

Visibility / Unseen by Cameras

Keeps the object in the 3D scene while hiding it from camera renders.

The object can still be useful for lighting, shadows or other scene interactions depending on the setup.

Visibility / Cull Faces Front / Back

Controls whether front-facing or back-facing polygons are discarded.

Use face culling to diagnose reversed normals, inside-out geometry or single-sided surfaces.

Visibility / Suppress Aux Channels for Transparent Pixels

Suppresses auxiliary 3D channels where the object is transparent.

This keeps Object ID, Material ID, normals and similar passes clean around fully transparent pixels.

Lighting / Affected by Lights

Controls whether Fusion 3D lights affect the mesh.

Lighting / Shadow Caster

Controls whether the mesh casts shadows.

Lighting / Shadow Receiver

Controls whether the mesh receives shadows from other objects.

Matte / Is Matte

Treats the object as a matte in the 3D composite.

Use matte objects for holdouts and technical occlusion rather than as ordinary visible geometry.

Blend Mode [Non-Deep] / Hardware

Selects the 3D blend mode for this renderer.

Chooses how the object is combined in the selected 3D renderer.

Blend Mode [Non-Deep] / Software

Selects the 3D blend mode for this renderer.

Chooses how the object is combined in the selected 3D renderer.

Blend Mode [Non-Deep] / Gain

Sets the gain of the effect.

Normals/Tangents / Scale

Sets the display length of the normal and tangent guides.

This affects the diagnostic overlay, not the actual geometry.

Normals/Tangents / Show Normals

Shows Normals in the Viewer for setup or diagnostics.

Viewer guides do not normally change the rendered image unless the control explicitly says otherwise.

Normals/Tangents / Show Tangents

Shows Tangents in the Viewer for setup or diagnostics.

Viewer guides do not normally change the rendered image unless the control explicitly says otherwise.

ObjectID / ObjectID

Assigns the Object ID written to the render passes.

Object IDs provide a clean way to isolate individual 3D objects after rendering.

Material / Diffuse Color

Sets the base diffuse color of the material.

Material / Diffuse Alpha

Sets the alpha contribution of the diffuse material.

Material / Opacity

Sets the overall opacity of the imported object.

Material / Specular Color

Sets the color of specular highlights.

Material / Specular Intensity

Sets the strength of specular highlights.

Raise it for a glossier response; lower it for a more matte surface.

Material / Specular Exponent

Controls the size and hardness of specular highlights.

Higher values produce tighter highlights; lower values spread them over a broader area.

Material / Transmittance

Controls how the material transmits light through the surface.

Material / Receives Lighting

Controls whether the material responds to scene lighting.

Material / Receives Shadows

Controls whether the object or material receives shadows.

Material / Two Sided

Renders the material on both sides of the polygons.

Useful for thin cards, planes and imported meshes whose reverse side must remain visible.

MaterialID / Material ID

Assigns the Material ID written to the render passes.

Material IDs can be used later to isolate surfaces in compositing.

Transform / Translation X Y Z

Sets translation on the X, Y and Z axes.

Transform / Rotation Order

Sets the 3D rotation order.

Defines the order in which the three rotation axes are evaluated. Orders include XYZ, XZY, YXZ, YZX, ZXY, and ZYX.

Transform / Rotation X Y Z

Sets rotation on the X, Y and Z axes.

Transform / Pivot X Y Z

Sets the pivot position on the X, Y and Z axes.

Transform / Lock X/Y/Z

Links the X, Y and Z values for scale.

Transform / Scale

Sets the overall scale of the imported mesh.

Alembic files from different 3D applications may arrive at a different scene scale, so this is often one of the first controls to check.

Transform / Use Target

Orients the object, light or camera toward a target point.

Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.

Transform / Import Transform

Imports compatible position, rotation and scale animation from another source.

Practical setup

A reliable workflow

  1. 1

    Create or import the geometry that AlembicMesh3D will work with.

  2. 2

    Insert AlembicMesh3D at the point where the 3D behavior should change.

  3. 3

    Inspect the AlembicMesh3D result in a 3D Viewer with a simple camera and light before building the final rig.

  4. 4

    Keep transforms, materials and AlembicMesh3D-specific overrides in clearly separated parts of the scene.

  5. 5

    Merge the finished AlembicMesh3D branch into the scene and render it through Renderer3D.

Typical node chain
Source
AlembicMesh3D
Renderer3D

Examples

Where this node fits in real work

Core 3D setup

AlembicMesh3D processes a geometry branch before it enters the main scene.

GeometryAlembicMesh3DMerge3DRenderer3D

Technical 3D workflow

AlembicMesh3D is isolated in its own branch for easier debugging and reuse.

SourceAlembicMesh3DRenderer3D

Troubleshooting

Common mistakes

Changing several AlembicMesh3D parameters at once and losing track of which control caused the result.
Approving AlembicMesh3D from a single still frame without checking motion or representative lighting.
Adding extra controls around AlembicMesh3D before the basic source, transform and render path is known to work.

Production notes

Practical tips

Name AlembicMesh3D by purpose when a composition contains several instances.
Use a lightweight preview while tuning AlembicMesh3D; restore the intended quality settings before the final render.

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