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USD / 3DAdvanced

uDuplicate

USD duplication and instancing

Creates repeated USD prims with copy ranges, probability, time offsets, transform accumulation, jitter and optional USD instancing.

uDuplicate
DaVinci Resolve · Fusion

uDuplicate repeats selected USD content without manually cloning branches. It supports regular copies, accumulated or linear transforms, random jitter, region conditions and instancing, making it useful for environments, arrays and procedural scene layout.

Overview

What uDuplicate does

uDuplicate repeats selected USD content without manually cloning branches. It supports regular copies, accumulated or linear transforms, random jitter, region conditions and instancing, making it useful for environments, arrays and procedural scene layout.

Mental model

Think of uDuplicate as a procedural copy generator for USD prims: define how many copies exist, how transforms accumulate and whether they become true USD instances.

Common uses

Rows and arrays of USD objects
Procedural environments
Repeated props
Randomized scene dressing
Efficient USD instancing
Time-offset repeated animation

Flow anatomy

Inputs & outputs

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

SceneInput

Existing USD or 3D stage that receives this node or provides the scene context.

uDuplicate
Fusion node

SceneOutput

Updated USD/3D stage for further composition, rendering or export.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

USD Instancing / Disabled, Enabled

Chooses between full USD duplicates and USD instances.

Transform Method / Accumulated, Linear

Chooses whether duplicate transforms accumulate from one copy to the next or increase linearly from the original.

Transform Order / SRT, STR, RTS, RST, TSR, TRS

Chooses the order in which scale, rotation and translation are evaluated.

Jitter / 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.

Region Mode / Ignore region, When inside region, When not inside region

Excludes region, When inside region, When not inside region from the operation.

Region / All, Cube, Mesh, Rectangle, Sphere

Selects All, Cube, Mesh, Rectangle, Sphere.

USD Instancing

Creates efficient USD instances when enabled instead of fully independent geometry copies.

Copies / First / Last

Defines the duplicate range.

Copy Probability

Controls whether individual copies are created.

Time Offset

Offsets animated source timing between copies.

Transform Method

Chooses accumulated or linear transform behavior.

Transform Order

Chooses the order in which scale, rotation and translation are applied to each duplicate.

Translation / X Offset / Y Offset / Z Offset

Sets the Z Offset.

Rotation / Order / X / Y / Z

Sets the X, Y and Z components of order.

Pivot / X / Y / Z

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

Scale / Lock X/Y/Z / Scale

Links the X, Y and Z values for scale.

Duplicate Along Path

Enables distribution of the USD duplicates along a path.

Export as Separate Stage

Outputs this operation as a separate USD stage instead of folding it into the incoming stage.

Jitter Mode

Adds controlled random variation to this property.

Random Seed / Reseed

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

Jitter Probability

Adds controlled random variation to this property.

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 / Scale

Links the X, Y and Z values for scale.

Region Mode

Selects the particle region type.

Chooses the geometric region used by the particle operation.

Region

Uses a region region for this particle operation.

Practical setup

A reliable workflow

  1. 1

    Feed the source USD branch into uDuplicate.

  2. 2

    Set the first/last copy range.

  3. 3

    Choose instancing when identical geometry should remain lightweight.

  4. 4

    Define the base transform between copies.

  5. 5

    Add jitter only after the regular distribution works.

  6. 6

    Use probability or region controls for sparse arrangements.

  7. 7

    Render the result and watch memory when instancing is disabled.

Typical node chain
USD Asset
uDuplicate
uMerge
uRenderer

Examples

Where this node fits in real work

Repeated props

Create a regular row of USD assets.

uLoaderuDuplicateuMergeuRenderer

Procedural scatter

Use probability and jitter for less regular duplication.

uShapeuDuplicateuDomeLightuRenderer

Troubleshooting

Common mistakes

Disabling instancing for hundreds of identical heavy assets.
Stacking translation at several hierarchy levels and losing predictable spacing.
Adding random jitter before the base array is correct.

Production notes

Practical tips

Use USD instancing whenever repeated assets do not need unique topology.
Keep random seeds stable while lighting and framing the shot.
Name separate uDuplicate branches by layout role.

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