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Shape SystemIntermediate

sJitter

Controlled randomness for Shape geometry

Adds controlled random variation to Shape position, scale, rotation and individual points without rasterizing the Shape stream.

sJitter
DaVinci Resolve · Fusion

sJitter breaks perfect procedural regularity in Fusion Shape graphics. It can perturb the whole Shape, its dimensions and rotation, or individual point positions while preserving a live vector workflow.

Overview

What sJitter does

Use sJitter when a repeated Shape pattern feels too mechanical. Small random offsets can make particles, dots, hand-drawn lines, debris, interface noise and abstract motion graphics feel more organic.

The Random Seed makes randomness reproducible. Reseed generates a different arrangement without changing the parameter ranges, which is useful for quickly auditioning variations.

Whole-Shape jitter and point jitter solve different problems: the former moves or scales an intact element, while point offsets deform the geometry itself.

Mental model

Think of sJitter as a controlled imperfection layer for vector Shapes: it preserves the design but removes machine-perfect repetition.

Common uses

Add organic variation to repeated Shape patterns
Create rough or hand-drawn vector motion
Break up perfectly regular grids
Randomize icon or marker placement
Perturb Shape points for abstract graphics

Flow anatomy

Inputs & outputs

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

Shape Input

Shape data processed or combined by this node.

sJitter
Fusion node

Shape Output

The generated Shape data.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Jitter Mode: Fixed / Random

Chooses deterministic or continuously changing jitter behavior.

Random Seed

Selects the reproducible random pattern.

Reseed

Generates a different random arrangement.

Shape X Offset

Sets the Shape X Offset.

Shape Y Offset

Sets the Shape Y Offset.

Shape X Size

Sets the base horizontal size used for jittered Shapes.

Shape Y Size

Sets the base vertical size used for jittered Shapes.

Shape Rotate

Adds random rotation to the entire Shape.

Point X Offset

Sets the Point X Offset.

Point Y Offset

Sets the Point Y Offset.

Practical setup

A reliable workflow

  1. 1

    Build the clean Shape first.

  2. 2

    Insert sJitter before sRender.

  3. 3

    Start with a small whole-Shape offset.

  4. 4

    Add rotation or scale variation only if the design needs it.

  5. 5

    Use point jitter sparingly when you want actual geometric deformation.

  6. 6

    Lock a useful result with a fixed seed.

Typical node chain
Shape Stream
sJitter
Varied Shape Stream
sRender

Examples

Where this node fits in real work

Organic dot field

Break the precision of repeated dots while keeping the overall composition.

sEllipsesDuplicatesJittersRender

Rough line graphic

Perturb vector points for a less perfect procedural outline.

sPolygonsJittersChangeStylesRender

Troubleshooting

Common mistakes

Adding too much jitter and destroying the intended structure
Changing the random seed while trying to compare other settings
Using point jitter when only object placement needs variation

Production notes

Practical tips

Use the smallest variation that makes repetition stop feeling artificial.
Fix the seed once a layout is approved so renders remain repeatable.
For stable motion graphics, prefer Fixed jitter over constantly changing random noise.

Related nodes