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Fusion 3DAdvanced

FBXMesh3D

FBX mesh import

Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.

FBXMesh3D
DaVinci Resolve · Fusion

Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.

Overview

What FBXMesh3D does

Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.

Mental model

Think of it as an imported object node: FBX provides the mesh, while Fusion decides placement, shading, lighting and rendering.

Common uses

Import product, logo or architectural models
Apply Fusion materials to imported meshes
Render FBX assets with Fusion cameras and lights
Reuse external geometry in motion graphics

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.

FBXMesh3D
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 / Size

Sets the overall size.

Controls / FBX File

Sets the FBX file loaded by the node.

Controls / Object Name

Selects or identifies an object inside the imported file.

When the source contains several objects, use this field to target the one this node should read.

Controls / Take Name

Chooses which animation take from the FBX file is used.

Controls / Streams

Lists the data streams available in the loaded FBX file.

Controls / Wireframe

Displays the geometry as a wireframe.

Useful for checking topology, scale and whether imported geometry loaded correctly.

Visibility / Visible

Controls whether the 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 scene lights illuminate this object.

Lighting / Shadow Caster

Controls whether the object casts shadows onto other geometry.

Lighting / Shadow Receiver

Controls whether the object or material receives shadows.

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 material or 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 / Attenuation

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.

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 / Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

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 FBXMesh3D will work with.

  2. 2

    Insert FBXMesh3D at the point where the 3D behavior should change.

  3. 3

    Inspect the FBXMesh3D result in a 3D Viewer with a simple camera and light before building the final rig.

  4. 4

    Keep transforms, materials and FBXMesh3D-specific overrides in clearly separated parts of the scene.

  5. 5

    Merge the finished FBXMesh3D branch into the scene and render it through Renderer3D.

Typical node chain
Source
FBXMesh3D
Renderer3D

Examples

Where this node fits in real work

Core 3D setup

FBXMesh3D processes a geometry branch before it enters the main scene.

GeometryFBXMesh3DMerge3DRenderer3D

Technical 3D workflow

FBXMesh3D is isolated in its own branch for easier debugging and reuse.

SourceFBXMesh3DRenderer3D

Troubleshooting

Common mistakes

Changing several FBXMesh3D parameters at once and losing track of which control caused the result.
Approving FBXMesh3D from a single still frame without checking motion or representative lighting.
Adding extra controls around FBXMesh3D before the basic source, transform and render path is known to work.

Production notes

Practical tips

Name FBXMesh3D by purpose when a composition contains several instances.
Use a lightweight preview while tuning FBXMesh3D; restore the intended quality settings before the final render.

Related nodes