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ProceduralIntermediateKrokodove · Resolve 21

Blobs

Organic procedural blob generator

Generates soft organic blobs with controls for count, radius, blobiness, seed, color and output quality.

This tool belongs to the Krokodove set integrated into DaVinci Resolve 21 and Fusion Studio 21. See the complete Krokodove node list and the comparison with native Fusion tools.
Blobs
DaVinci Resolve · Fusion

Blobs creates procedural liquid-like shapes for abstract backgrounds, masks, transitions and organic motion graphics.

Overview

What Blobs does

General Blobiness and radius controls establish the overall character, while Count and Random Seed determine population and variation.

Per-blob size and position controls let the organic field be art-directed rather than entirely random.

The generated shapes can be rendered visibly or repurposed as masks and control maps for other Fusion effects.

Mental model

Think of Blobs as a procedural field of soft drops: define the population and size range, then shape how lumpy or smooth the whole field feels.

Common uses

Liquid motion graphics
Organic masks
Abstract backgrounds
Transition mattes
Displacement sources

Flow anatomy

Inputs & outputs

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

Generator node — no image input is required.
Blobs
Fusion node

Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Global In/Out

Sets the frame range over which the node is active.

Random Seed

Generates a different blob arrangement.

Levels Low / Levels High

Sets one boundary of the active range.

Gamma

Adjusts the midtone response without moving the black and white points equally.

General Blobiness

Sets the overall irregularity of blob contours.

General Radius

Sets the base scale.

Min Radius

Sets one boundary of the active range.

Max Radius

Sets one boundary of the active range.

Color

Sets the color.

Red / Green / Blue / Alpha

Provides separate controls for the red, green, blue and alpha channels.

Blobs / Count

Controls the number of blob elements.

Blob Position

Positions the selected blob on the X and Y axes.

Blob Size Type

Selects the Blob Size Type used by Blobs.

Blob Size

Sets the size of the selected blob independently of the others.

Blob Blobiness

Changes how rounded and merged the selected blob appears.

Render / Super-Sampling

Sets supersampling quality for cleaner rendered edges.

Higher values improve quality at additional render cost.

Image / Process Mode

Selects the processing mode.

Chooses how the node evaluates or combines the source data.

Image / Width

Sets the horizontal size.

Image / Height

Sets the vertical size.

Image / Pixel Aspect X/Y

Sets the pixel aspect ratio.

Image / Auto Resolution

Lets Fusion derive the working resolution automatically.

Disable it only when this node needs an explicit canvas size.

Source Color Space / Color Space Type

Sets the color Space Type.

Source Gamma Space / Curve Type

Selects the Curve Type used by Blobs.

Remove Curve

Removes the selected gamma or transfer curve so the source is treated in a linearized form.

Pre-Divide / Post-Multiply

Controls premultiplied-alpha handling around the operation.

Pre-divide removes alpha multiplication before processing; post-multiply restores it afterward. This is useful when color work creates dark or bright fringes around translucent edges.

Practical setup

A reliable workflow

  1. 1

    Choose a useful blob count.

  2. 2

    Set the radius range.

  3. 3

    Adjust blobiness for organic shape.

  4. 4

    Change Random Seed until the composition is useful.

  5. 5

    Use downstream blur, threshold or color tools for the final look.

Typical node chain
Blob settings
Blobs
Organic field

Examples

Where this node fits in real work

Liquid matte

Turn blobs into a moving reveal map.

BlobsThresholdBitmapMerge

Organic glow background

Color and glow the procedural field.

BlobsColorMapGlowMerge

Troubleshooting

Common mistakes

Using too many blobs before choosing scale
Relying on seed changes instead of art-directing key elements
Applying very strong blur and losing all structure

Production notes

Practical tips

Use Levels and Threshold to turn soft blobs into sharper graphic shapes.
Animate seed sparingly; animating position or scale is usually more coherent.
Use blobs as data, not only as visible graphics.

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