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Fusion 3DIntermediate

Merge3D

Assemble a 3D scene

Combines 3D objects, cameras, lights and nested 3D scenes into one scene that can be rendered by Renderer3D.

Merge3D
DaVinci Resolve · Fusion

Merge3D is the central scene-assembly node for Fusion 3D. It keeps object transforms, materials, cameras and lighting in 3D space until the scene is converted back to an image.

Overview

What Merge3D does

Unlike a 2D Merge, Merge3D does not composite pixels. It collects scene elements that still exist in three-dimensional space.

A typical graph feeds Text3D, Shape3D, ImagePlane3D, lights and Camera3D into Merge3D, then sends the resulting scene to Renderer3D.

Merge3D can also be used as a grouping layer: several objects can be assembled in one Merge3D and the whole group can then be moved, rotated or scaled before it joins a larger scene.

Mental model

Think of Merge3D as a scene container: every connected 3D element enters the same virtual space, and the output is still a 3D scene rather than a finished image.

Common uses

Assemble Text3D, Shape3D and ImagePlane3D
Add cameras and lights to one scene
Group several objects and transform them together
Build nested 3D scene blocks
Prepare a scene for Renderer3D

Flow anatomy

Inputs & outputs

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

SceneInput

Connect 3D geometry, cameras, lights or another Merge3D scene.

Merge3D
Fusion node

SceneOutput

The assembled 3D scene for Renderer3D or another Merge3D.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Transform / Translation, Rotation, Pivot, Scale

Sets the pivot used for rotation and scaling.

Move the pivot when the element needs to rotate or scale around a point other than its current center.

Transform / Use Target, Import Transform

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.

Pass Through Lights

Controls whether lights continue through nested Merge3D branches.

Useful when a large scene is built from several scene groups.

Translation X / Y / Z

Moves the complete assembled scene in 3D space.

Use this for group-level positioning instead of editing every object.

Rotation Order

Defines the order in which X, Y and Z rotations are evaluated.

XYZ is usually fine for simple scenes; complex rotations can behave differently with another order.

Rotation X / Y / Z

Rotates the entire scene group around the selected pivot.

Pivot X / Y / Z

Sets the center used for group rotation and scaling.

Lock X/Y/Z

Links the X, Y and Z values for scale.

Scale

Scales the complete Merge3D scene as one group.

Keep axis locking enabled for uniform scaling unless you intentionally need non-uniform deformation.

Use Target

Allows target-based orientation for the scene transform.

Import Transform

Copies or references transform information from another 3D source.

Practical setup

A reliable workflow

  1. 1

    Create one or more 3D objects.

  2. 2

    Connect them to Merge3D.

  3. 3

    Add Camera3D and lights when the shot needs controlled framing and lighting.

  4. 4

    Use Merge3D transform controls only for group-level adjustments.

  5. 5

    Connect the scene to Renderer3D and inspect the result in a 2D Viewer.

Typical node chain
3D objects
Merge3D
Renderer3D
MediaOut

Examples

Where this node fits in real work

Simple 3D title

Text3D, a light and a camera share one scene before rendering.

Text3DPointLightCamera3DMerge3DRenderer3D

Grouped 3D logo

Several 3D elements are grouped first, then moved as one unit.

Shape3DImagePlane3DMerge3DTransform3DMerge3DRenderer3D

Troubleshooting

Common mistakes

Connecting Merge3D directly to MediaOut without Renderer3D.
Confusing Merge3D with the 2D Merge node.
Moving every child object separately when the whole group should move together.
Ignoring the pivot when a grouped rotation behaves unexpectedly.

Production notes

Practical tips

Name nested Merge3D nodes by purpose, such as Scene_Title or Scene_Product.
Keep scene grouping logical; nested Merge3D blocks are often easier to debug than one huge scene collector.
Use Transform3D when you want explicit reusable group motion in the graph.

Related nodes