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MappedDuplicate3D

Map-driven 3D duplication

Builds X/Y/Z arrays of 3D duplicates and drives timing, probability, offset, rotation and scale from image maps.

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.
MappedDuplicate3D
DaVinci Resolve · Fusion

MappedDuplicate3D is a procedural motion-design node for building dense 3D arrays whose behavior can be modulated by map channels. It combines regular duplication with image-driven timing and transform variation, making complex fields possible without hundreds of manual branches.

Overview

What MappedDuplicate3D does

MappedDuplicate3D is a procedural motion-design node for building dense 3D arrays whose behavior can be modulated by map channels. It combines regular duplication with image-driven timing and transform variation, making complex fields possible without hundreds of manual branches.

Mental model

Think of MappedDuplicate3D as a 3D grid whose copies listen to a control image: brightness or RGB channels can decide when copies animate, whether they exist and how they move, rotate or scale.

Common uses

3D object grids
Image-driven motion graphics
Map-controlled scale/rotation fields
Procedural typography/object arrays
Time-offset animation across a 3D field

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.

Map

Input used by MappedDuplicate3D.

MappedDuplicate3D
Fusion node

Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Duplicates X, Y, Z

Sets the number of duplicates generated along the X, Y and Z axes.

Controls / Size X, Y, Z

Sets Size X, Y, Z.

Time / Time Relative to Main Time

Sets Time Relative to Main Time.

Time / Time Base

Sets the base time offset applied to the duplicates before map modulation.

Time / Times Combine

Chooses how the base time offset is combined with the time-control maps.

Time / Map Time XY, YZ, ZX

Assigns texture maps that modulate duplicate timing in the XY, YZ and ZX planes.

Time / Time Channel XY, YZ, ZX

Selects the image channel used by this operation.

Time / Time Black and Time White

Maps black and white values in the time map to the corresponding duplicate-time offsets.

Probability / Random Seed

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

Probability / Probability Base

Sets the probability that this particle operation is applied.

Probability / Probability Combine

Sets the probability that this particle operation is applied.

Probability / Map Probability XY, YZ, ZX

Sets the probability that this particle operation is applied.

Probability / Probability Channel XY, YZ, ZX

Selects the image channel used by this operation.

Probability / Probability Black and Probability White

Sets the probability that this particle operation is applied.

Offset / Offset Base X, Y, Z

Sets the base X, Y and Z position offsets applied to the duplicates.

Offset / Offset Ignore Global Size

Prevents the global Size control from scaling the duplicate offsets.

Offset / Offsets Combine

Chooses how the base position offset is combined with the offset maps.

Offset / Map Offset XY, YZ, ZX

Assigns maps that drive duplicate position offsets in the XY, YZ and ZX planes.

Offset / Offset Channel XY, YZ, ZX

Selects the image channel used by this operation.

Offset / Offset Black X/Y/Z and White X/Y/Z

Sets Offset Black on the X, Y and Z axes.

Rotation / Rotation Order

Sets the 3D rotation order.

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

Rotation / Rotate Base X, Y, Z

Sets Rotate Base X, Y, Z.

Rotation / Rotations Combine

Chooses how map-driven rotation is combined with the duplicate’s base rotation.

Rotation / Map Rotate XY, YZ, ZX

Sets Map Rotate XY, YZ, ZX.

Rotation / Rotate Channel XY, YZ, ZX

Selects the image channel used by this operation.

Rotation / Rotate Black X/Y/Z and White X/Y/Z

Sets the X, Y and Z components of Rotate Black.

Scale / Scale Base X, Y, Z

Sets Scale Base X, Y, Z.

Scale / Scale Combine and Scale Channel

Selects the image channel used by this operation.

Range / Range Random Seed

Defines the range over which this operation is active.

Range / Range Type

Defines the range over which this operation is active.

Range / Range Seeds and Range Seeds Jitter

Defines the range over which this operation is active.

Range / Range Random One By One

Defines the range over which this operation is active.

Range / Range Min and Range Max

Sets one boundary of the active range.

Range / Range Overlap and Range Length

Defines the range over which this operation is active.

Range / Range Curve

Defines the range over which this operation is active.

Practical setup

A reliable workflow

  1. 1

    Connect the source 3D object.

  2. 2

    Set a low duplicate count and establish Size first.

  3. 3

    Connect a simple grayscale control map.

  4. 4

    Test one modulation family at a time: scale, offset, rotation or time.

  5. 5

    Choose the intended map channel and black/white mapping range.

  6. 6

    Increase duplicate density only after the behavior is correct.

  7. 7

    Render and watch performance as copy counts rise.

Typical node chain
3D Source + Control Map
MappedDuplicate3D
Merge3D
Renderer3D

Examples

Where this node fits in real work

Image-driven wall

Use luminance to scale objects across a 3D grid.

Shape3DMappedDuplicate3DMerge3DRenderer3D

Time ripple

Offset animation timing across the duplicate field.

Animated 3D SourceMappedDuplicate3DRenderer3D

Troubleshooting

Common mistakes

Starting with hundreds of duplicates before validating the control map.
Driving several transform families at once and losing the cause of the motion.
Using a noisy control map without remapping black/white ranges.

Production notes

Practical tips

Prototype with 4x4 or 8x8 arrays before increasing density.
Use clean gradients to understand each map channel.
Cache or simplify heavy source geometry before large duplicate fields.

Related nodes