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Fusion 3DAdvanced

Replicate3D

Instance geometry on points or particles

Replicates a 3D object across incoming particles or points, with controls for alignment, color, transforms, time offset and jitter.

Replicate3D
DaVinci Resolve · Fusion

Replicate3D turns a point/particle distribution into a layout for repeated 3D geometry, which is useful for crowds, arrays and procedural structures.

Overview

What Replicate3D does

Replicate3D turns a point/particle distribution into a layout for repeated 3D geometry, which is useful for crowds, arrays and procedural structures.

Mental model

Think of the incoming points as sockets and the input 3D object as the item plugged into every socket.

Common uses

Instance geometry on particle positions
Build procedural object fields
Create repeated 3D elements with per-point color
Align objects to point orientation or motion

Flow anatomy

Inputs & outputs

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

SceneInput

3D geometry that will be replicated.

Particle / Points

Point or particle distribution used to position the replicas.

Replicate3D
Fusion node

SceneOutput

3D scene output for Merge3D, Renderer3D or another 3D tool.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Step

Chooses which replication step or instance is being edited.

Controls / Input Mode

Selects the Input Mode used by Replicate3D.

Available choices include Loop and Random.

Controls / Time Offset

Offsets the timing used by this operation.

Controls / Alignment

Chooses how generated copies are oriented or aligned to their placement surface or path.

Controls / Color

Sets the color.

Translation / X Y Z

Sets translation on the X, Y and Z axes.

Rotation / Order

Chooses the Euler rotation order applied to replicated geometry.

Rotation / X Y Z

Sets rotation on the X, Y and Z axes.

Pivot / X Y Z

Sets the pivot position on the X, Y and Z axes.

Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

Scale / Scale

Sets the overall scale.

Jitter / Random Seed

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

Jitter / Reseed

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

Jitter / Jitter Probability

Adds controlled random variation to this property.

Jitter / Time Offset

Offsets the timing used by this operation.

Translation Jitter / X Y Z

Sets Translation Jitter on the X, Y and Z axes.

Rotation Jitter / X Y Z

Sets Rotation Jitter on the X, Y and Z axes.

Pivot Jitter / X Y Z

Sets the pivot position on the X, Y and Z axes.

Scale Jitter / Lock X/Y/Z

Links the X, Y and Z values for scale.

Scale Jitter / Scale

Sets the overall scale.

Practical setup

A reliable workflow

  1. 1

    Create the source 3D object.

  2. 2

    Create or import a suitable point/particle distribution.

  3. 3

    Connect both to Replicate3D.

  4. 4

    Choose Input Mode and Alignment.

  5. 5

    Add jitter only after the basic distribution is correct.

Typical node chain
3D Object + Points
Replicate3D
Merge3D
Renderer3D

Examples

Where this node fits in real work

Particle-instanced shapes

A point distribution drives repeated Shape3D objects.

PointCloud3DShape3DReplicate3DMerge3DRenderer3D

Animated instance field

An animated source object is offset across many points.

Shape3DPoint sourceReplicate3DCamera3DRenderer3D

Troubleshooting

Common mistakes

Expecting Replicate3D to create points by itself.
Using a very dense point source and overloading the 3D scene.
Ignoring alignment and getting randomly oriented copies.
Adding large jitter values that destroy the intended distribution.

Production notes

Practical tips

Optimize the point source before optimizing the replicas.
Use color transfer when point colors already encode useful variation.
For simple linear repetition, Duplicate3D is often lighter and easier.

Related nodes