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Extrude3D

Fusion Shape data to beveled 3D geometry

Extrude3D converts Fusion Shape-system vectors into real classic 3D geometry: required ShapeInput accepts sRectangle/sPolygon/sText and other Shape tools, while two independent material inputs control the main surface and bevel.

Fusion 3DIntermediate

Extrude3D

Overview

What Extrude3D does

Extrude3D was introduced for Fusion's Shape tools: a flat vector Shape becomes a 3D mesh by pushing the outline along Z. The Resolve reference explicitly identifies ShapeInput as the yellow socket for a Shape node such as sRectangle, sPolygon, sText, sBoolean or another compatible Shape branch.

That is fundamentally different from Text+ or a normal Polygon mask. Text+ generates an RGBA image and ordinary Rectangle/Polygon tools belong to the mask domain. To extrude text with Extrude3D, use sText/the Shape workflow; classic self-contained 3D text is handled by Text3D.

Extrude3D has three external inputs. ShapeInput is required. Green MaterialInput optionally accepts either a 2D image or a 3D material for the main surface. Pink BevelMaterialInput accepts the same two data types for the bevel. These are two independent surface branches, not SceneInput plus texture.

When a normal 2D image is connected to MaterialInput or BevelMaterialInput, Fusion uses it as diffuse texture for the corresponding built-in Basic Material. When a real 3D material is connected, the built-in Basic Material path for that surface is disabled and shading comes from the external material chain.

Unlike many classic 3D generators, Extrude3D has no orange SceneInput for appending an existing scene. It converts Shape data into new 3D geometry. Use Merge3D downstream to combine it with Camera3D, lights and other objects.

Extrusion Style = Classic creates a standard uniform extrusion. Custom exposes an Extrusion Profile spline that can vary the profile through depth for frames, stepped edges and other nonuniform sections. Extrusion Subdivisions controls detail within the smoothed portions of this profile.

Extrusion Depth and Transform Scale operate at different layers. Depth constructs physical depth in the new geometry; Scale resizes the completed object afterward as a common 3D transform. Build the mesh first, then place it in the scene.

Bevel Depth, Bevel Width, Front/Back and Smoothing Angle control edge geometry and shading continuity. A small bevel becomes especially readable under directional light because it creates a real surface for specular highlights instead of a mathematically sharp edge.

The current bundled Inspector capture also shows Curve Tessellation. This is separate from Extrusion Subdivisions and belongs to curved source-outline detail before mesh generation. Exact scale/limits in the target Resolve 21/21.1 build remain a live-verification item.

The Material screenshot shows the common Basic Material controls: diffuse opacity, specular color/intensity/exponent, transmittance, lighting/shadow receive flags, Two Sided and Material ID. Do not conflate these controls with the two external material sockets; a real external 3D material can replace the built-in shading path.

The Transform tab is the common 3D object transform: Translation, Rotation Order/XYZ, Pivot, Scale, Use Target and Import Transform. It acts on the finished extrusion geometry rather than the source Shape or extrusion profile.

Extrude3D output is scene3d. Even when a normal Background/MediaIn image is used as a material texture, output does not become RGBA. Renderer3D is required before MediaOut, Glow, a normal 2D Merge or other image tools.

The bundled screenshots verify the current Controls, Material and Transform layouts. I/O semantics and primary extrusion controls are cross-checked against the Resolve 21 reference; live Resolve 21/21.1 execution was not performed in this package, so current-build Curve Tessellation and complex Custom-profile behavior remain pending.

**Do not confuse 3D and 2D Extrude.** Extrude3D [3Ex] builds real geometry from a Shape stream, whereas Krokodove Extrude simulates a side wall within RGBA pixels. Sharing the word “extrusion” does not make their inputs, shading or outputs interchangeable.

**Captured zero-depth state.** The original extrude3d-controls.png shows Classic selected, Extrusion Depth=0, Extrusion Subdivisions=0, Bevel Depth=0, Bevel Width=0, Smoothing Angle=20, both bevel toggles checked and Curve Tessellation=2.0. This is one captured state, not evidence of factory defaults. With zero depth there is no readable extruded side wall; raise Depth and inspect the object at an angle.

**Classic/Custom availability.** On the Controls screenshot Custom looks dimmer than Classic. The manual describes both modes and a Custom Extrusion Profile, but a captured appearance cannot certify that the option switches in the target build. Verify the Custom lesson in DaVinci Resolve and keep native evidence.

**Two different geometry-density controls.** Extrusion Subdivisions affects smoothed sections of the profile along Z. Curve Tessellation appears in the captured UI and relates to discretizing curved Shape outlines. Raising both together increases mesh cost without revealing the useful setting; change one and inspect wireframe, silhouette and render time.

**Bevel diagnostic.** Checked Front and Back boxes with zero Bevel Depth do not imply a visible bevel. Give the mesh nonzero extrusion and a small Bevel Depth/Width, then toggle Front and Back one at a time; rotate the object under side lighting to inspect chamfer highlights on both faces.

**Material capture versus external shader.** extrude3d-material.png shows the built-in material with Opacity=1, Specular RGB=1/1/1, Intensity=1, Exponent=50, Transmittance RGB=0/0/0, Alpha Detail=1, Color Detail=0 and Saturation=1. Connecting a real 3D material disables the built-in shading path for that surface; this is not a broken Inspector.

**Shading and lighting.** Receives Lighting and Receives Shadows are separate toggles; Diffuse and Specular must be evaluated under an actual Camera3D/light rig. If the object is flat or highlights are missing, check lights, face normals, camera angle and whether an external material overrides the built-in shader before tuning Exponent.

**Transform state and scope.** The captured Transform tab shows zero Translation/Rotation/Pivot, XYZ Rotation Order, Lock X/Y/Z checked, Scale=1 and Use Target off. Use this tab to place and animate the completed 3D object; neither Pivot nor Scale substitutes for Extrusion Depth or source-Shape topology.

**Compositing over footage.** Route sText.Shape → Extrude3D → Merge3D with Camera3D and Light → Renderer3D.Image → ordinary Merge.Foreground; send MediaIn.Output to Merge.Background → MediaOut. Ensure Renderer3D has suitable transparency, otherwise an opaque renderer background will hide the plate.

**Native Resolve checks remain separate.** TypeScript and graph validation certify editorial consistency, not an actual Fusion render. Verify Custom switching, bevel/Curve Tessellation topology, 3D lighting and Renderer3D alpha compositing over footage independently on the target Resolve installation.

When to use it

  • Extrude sText into a dimensional 3D logo/title

  • Turn sPolygon/sRectangle/sBoolean Shape data into a 3D object

  • Use separate main-surface and bevel materials

  • Build a Custom extrusion profile instead of uniform depth

  • Prepare Shape geometry for Bender3D/Displace3D/Duplicate3D

  • Create beveled motion-graphics geometry for lighting and shadows