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pMerge

Combine particle streams

Combines two or more particle streams into a single particle system for shared forces, filtering or rendering.

pMerge
DaVinci Resolve · Fusion

pMerge is the particle equivalent of a stream collector. It joins particle data without converting it to an image.

Overview

What pMerge does

Use pMerge when separate emitters or particle branches need to continue through the same downstream behavior or pRender.

Particle attributes remain attached to their particles, so different branches can preserve their own color, velocity, age and set membership after merging.

pMerge should not be confused with the normal 2D Merge node. pMerge combines particle data; Merge composites rendered images.

Mental model

Think of pMerge as joining several particle pipes into one larger pipe before the system continues downstream.

Common uses

Combine multiple emitters
Join image particles with procedural particles
Apply the same forces to several particle branches
Render several particle sources with one pRender
Organize complex particle systems

Flow anatomy

Inputs & outputs

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

Particles 1

Particle stream processed by this node.

Particles 2+

Particle stream processed by this node.

pMerge
Fusion node

Particles

The processed particle stream.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls

pMerge has no user-adjustable controls on this tab; its job is to combine particle streams.

Input particle streams

The particle branches being combined.

Output particle stream

The unified stream sent to later particle nodes or pRender.

Branch Connection Order

Defines how multiple particle branches are organized before they are combined by pMerge.

Preserving Particle Attributes

Keeps particle attributes intact while multiple particle streams are combined.

Sets and Grouping

Chooses which particle sets are affected by this operation.

Interaction with pRender

Describes the normal particle-flow handoff from pMerge into pRender.

Interaction with Regular Merge

Clarifies that pMerge combines particle streams, while a regular Merge composites 2D images.

Settings

Standard Fusion node settings for processing, masks, blending and animation.

Practical setup

A reliable workflow

  1. 1

    Create separate particle branches.

  2. 2

    Connect them to pMerge.

  3. 3

    Continue the combined stream into shared force or condition nodes.

  4. 4

    Connect the final result to pRender.

  5. 5

    Use a regular Merge only after particles have been rendered to images.

Typical node chain
Particle branch A
Particle branch B
pMerge
pRender

Examples

Where this node fits in real work

Two emitters, one render

Different emitters share the same downstream renderer.

pEmitterpImageEmitterpMergepRender

Shared turbulence

Two sources merge before receiving the same turbulence field.

pEmitterpEmitterpMergepTurbulencepRender

Troubleshooting

Common mistakes

Using a regular Merge to join particle data before pRender.
Expecting pMerge to create visible pixels.
Losing track of particle sets in a very large merged system.

Production notes

Practical tips

Merge branches at the point where their downstream behavior becomes shared.
Keep emitters separate until you no longer need independent control.
Use clear node names when many particle streams are combined.

Related nodes