← Fusion node reference
Fusion 3DIntermediate

Duplicate3D

Repeat 3D objects procedurally

Creates repeated copies of a 3D object or group using cumulative transforms, time offsets, probability and jitter.

Duplicate3D
DaVinci Resolve · Fusion

Duplicate3D is a fast way to build rows, spirals, stacks and repeated motion-graphics structures from one 3D source.

Overview

What Duplicate3D does

Duplicate3D is a fast way to build rows, spirals, stacks and repeated motion-graphics structures from one 3D source.

Mental model

Think of each copy as applying another step of the same transform. A small translation, rotation or scale increment accumulates across the duplicate chain.

Common uses

Build repeated 3D logos
Create spirals or radial structures
Make rows/stacks of objects
Add controlled random variation to copies

Flow anatomy

Inputs & outputs

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

SceneInput

3D scene or object data to be processed or combined.

Region

Optional region used by supported duplicate controls.

Duplicate3D
Fusion node

Output

3D scene output for Merge3D, Renderer3D or another 3D tool.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Copies

Sets the first and last copy in the generated 3D range.

Controls / Copy Probability

Sets the probability that this particle operation is applied.

Controls / Time Offset

Offsets the timing used by this operation.

Controls / Transform Method

Chooses whether per-copy transforms accumulate or are evaluated linearly.

Controls / Transform Order

Chooses the order in which scale, rotation and translation are applied.

Controls / Translation X Offset

Sets the Translation X Offset.

Controls / Translation Y Offset

Sets the Translation Y Offset.

Controls / Translation Z Offset

Sets the Translation Z Offset.

Controls / Rotation Order

Sets the 3D rotation order.

Defines the order in which the three rotation axes are evaluated.

Controls / Rotation X Y Z

Sets rotation on the X, Y and Z axes.

Controls / Pivot X Y Z

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

Controls / Lock X/Y/Z

Links the X, Y and Z values for scale.

Controls / Scale

Sets the overall scale.

Controls / Duplicate Path

Opens the controls for distributing copies along a path.

Jitter / Random Seed

Sets the random seed so a procedural variation can be reproduced.

Jitter / Jitter Probability

Adds controlled random variation to this property.

Jitter / Time Offset

Offsets the timing used by this operation.

Jitter / Translation Jitter X Y Z

Sets Translation Jitter on the X, Y and Z axes.

Jitter / Rotation Jitter X Y Z

Sets Rotation Jitter on the X, Y and Z axes.

Jitter / Pivot Jitter X Y Z

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

Jitter / Scale Jitter

Adds controlled random variation to this property.

Region / Region Mode

Selects the particle region type.

Chooses the geometric region used by the particle operation.

Region / Region

Uses a region region for this particle operation.

Settings

Standard Fusion node settings for processing, masks, blending and animation.

Practical setup

A reliable workflow

  1. 1

    Connect one 3D object or group to Duplicate3D.

  2. 2

    Set a small number of Copies.

  3. 3

    Add one transform offset at a time.

  4. 4

    Use Time Offset for staggered animation if needed.

  5. 5

    Add jitter only after the clean pattern works.

Typical node chain
3D Object
Duplicate3D
Merge3D
Renderer3D

Examples

Where this node fits in real work

3D title wall

One title is repeated into a structured grid-like row.

Text3DDuplicate3DMerge3DRenderer3D

Spiral objects

Translation plus rotation per copy produces a helix-style layout.

Shape3DDuplicate3DCamera3DRenderer3D

Troubleshooting

Common mistakes

Starting with too many copies and making the scene heavy.
Combining large translation, rotation and scale changes before understanding the pattern.
Adding jitter before the base structure is correct.
Forgetting that time offsets can alter animated source objects.

Production notes

Practical tips

Design the deterministic pattern first, then add randomness.
Use group-level Duplicate3D instead of duplicating many individual branches manually.
Time Offset is one of the fastest ways to create cascading motion.

Related nodes