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Shape SystemIntermediate

sDuplicate

Procedural duplication inside the Shape pipeline

Creates repeated copies of a Shape element with per-copy transforms, timing offsets, probability and optional jitter while keeping the result as vector Shape data.

sDuplicate
DaVinci Resolve · Fusion

sDuplicate is the Shape-system equivalent of a procedural repeater. It accepts a Shape stream, generates a controlled series of copies and keeps the result editable by later Shape nodes until sRender rasterizes it.

Overview

What sDuplicate does

Use sDuplicate when one clean Shape should become a row, fan, spiral, trail, dotted path or repeated motion-graphics pattern. Because the copies stay in the Shape pipeline, they can still be restyled, boolean-combined or rendered together later.

Copy Probability and Time Offset make the node more than a static repeater. Probability can thin out repeated elements, while Time Offset lets animated source Shapes cascade through time instead of moving in perfect sync.

Axis Mode controls whether offsets, scale and rotation are interpreted absolutely, relative to the source origin or progressively from one copy to the next. Progressive transforms are especially useful for spirals, stepped layouts and receding patterns.

Mental model

Think of sDuplicate as a vector repeater: one Shape enters, a procedural family of transformed copies leaves, and everything remains live Shape data.

Common uses

Build repeated HUD markers and interface ticks
Create rows, fans, spirals and stepped graphic patterns
Cascade animated Shapes with Time Offset
Scatter copies with probability and jitter
Repeat a Shape along a motion path

Flow anatomy

Inputs & outputs

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

Shape Input

The source Shape stream to duplicate, such as sRectangle, sEllipse, sText, sPolygon or a merged Shape branch.

sDuplicate
Fusion node

Shape Output

The generated Shape data.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Copies

Sets how many additional Shape copies are generated.

High copy counts can become expensive when the source Shape is complex.

Copy Probability

Controls the chance that each copy is emitted.

Values below 1 create sparse or irregular repetitions.

Time Offset

Offsets source animation time for successive copies.

Useful for cascades, trails and wave-like timing.

X Offset

Sets the X Offset.

Y Offset

Sets the Y Offset.

Z Offset [3D]

Offsets the duplicated Shape result along Z.

X Size

Scales each duplicated Shape copy horizontally.

Y Size

Scales each duplicated Shape copy vertically.

Axis Mode

Chooses how copy transforms are evaluated.

Progressive mode accumulates transforms from one copy to the next.

X Rotation [3D]

Rotates duplicated Shapes around the 3D X axis.

Y Rotation [3D]

Rotates duplicated Shapes around the 3D Y axis.

Z Rotation

Rotates copies in the 2D plane.

Red Gain

Scales the red channel for the generated Shape duplicates.

Green Gain

Scales the green channel for the generated Shape duplicates.

Blue Gain

Scales the blue channel for the generated Shape duplicates.

Alpha Gain

Scales the alpha channel.

Opacity Gain

Sets the transparency of Opacity Gain.

Duplicate Along Path

Distributes copies along an available path.

Jitter Mode

Adds controlled random variation to this property.

Random Seed

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

Jitter Probability

Controls how often jitter is applied to a copy.

Jitter X/Y/Z Offset

Sets random X, Y and Z position offsets for the duplicated Shapes.

Jitter Lock X/Y and Size

Links the X and Y values for Jitter Lock.

Jitter Rotation

Adds controlled random variation to this property.

Jitter Style Gain

Adds controlled random variation to this property.

Practical setup

A reliable workflow

  1. 1

    Create or merge the Shape that will be repeated.

  2. 2

    Insert sDuplicate before sRender.

  3. 3

    Set Copies and a simple X/Y offset first.

  4. 4

    Choose an Axis Mode, then add scale or rotation if needed.

  5. 5

    Add Time Offset or Jitter only after the base pattern reads clearly.

  6. 6

    Render the final Shape stream through sRender.

Typical node chain
Shape
sDuplicate
Repeated Shape Stream
sRender

Examples

Where this node fits in real work

HUD tick strip

Repeat one narrow rectangle into an evenly spaced interface scale.

sRectanglesDuplicatesChangeStylesRender

Animated echo pattern

Delay an animated Shape across repeated copies.

sText or sPolygonsDuplicate with Time OffsetsRenderGlow

Troubleshooting

Common mistakes

Using raster Duplicate when the design should remain in the Shape pipeline
Increasing Copies before validating the per-copy transform
Using random jitter without a fixed seed when reproducibility matters
Forgetting that Progressive Axis Mode accumulates each transform

Production notes

Practical tips

Build the cleanest possible source Shape before duplicating it.
Use a fixed Random Seed while art-directing, then change it only when you intentionally want a new pattern.
Small progressive scale and rotation changes usually look more controlled than large values.

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