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.
Assemble a 3D scene
Combines 3D objects, cameras, lights and nested 3D scenes into one scene that can be rendered by Renderer3D.
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
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.
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.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Connect 3D geometry, cameras, lights or another Merge3D scene.
The assembled 3D scene for Renderer3D or another Merge3D.
Inspector
Start with these controls before reaching for more complicated workarounds.
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.
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.
Controls whether lights continue through nested Merge3D branches.
Useful when a large scene is built from several scene groups.
Moves the complete assembled scene in 3D space.
Use this for group-level positioning instead of editing every object.
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.
Rotates the entire scene group around the selected pivot.
Sets the center used for group rotation and scaling.
Links the X, Y and Z values for scale.
Scales the complete Merge3D scene as one group.
Keep axis locking enabled for uniform scaling unless you intentionally need non-uniform deformation.
Allows target-based orientation for the scene transform.
Copies or references transform information from another 3D source.
Practical setup
Create one or more 3D objects.
Connect them to Merge3D.
Add Camera3D and lights when the shot needs controlled framing and lighting.
Use Merge3D transform controls only for group-level adjustments.
Connect the scene to Renderer3D and inspect the result in a 2D Viewer.
Examples
Text3D, a light and a camera share one scene before rendering.
Several 3D elements are grouped first, then moved as one unit.
Troubleshooting
Production notes
Related nodes