FUSION WORKFLOW / 09

Level: Advanced workflow

Energy Object / Logo Assembly

Energy Assembly Effect for an Object or Logo

An object materializes from digital fragments using synchronized FastNoise, Mosaic Blur, Displace and Glow branches that build the reveal in stages.

Graph elements
123
Connections
146
Assembly stages
7
  • FastNoise
  • Mosaic Blur
  • Displace
  • Glow
  • MultiMerge
Composition resultVIDEO

Understand the task

What this graph needs to do

This workflow creates staged materialization rather than a disintegration. The source object is separated into multiple transparent pieces, and each piece goes through its own assembly phase: luminous pixel fragments appear, distortion decreases, brightness settles and the layer reaches its final position. Repeated branches are offset in time so the object forms piece by piece instead of appearing all at once.

Why it is built this way

The large graph is justified because each object segment needs an independent reveal time and motion profile. Inside every repeated branch, FastNoise generates organic structure, Mosaic Blur turns it into digital blocks, Color Corrector colors the energy edge, Glow and Soft Glow add light, and Displace converges the scattered fragments into a clean image. Merge and MultiMerge assemble all stages into one composition. Because each segment follows the same pattern, the technique can be adapted to logos with a different number of parts.

Node graph

Read the connections

This graph contains 123 elements. Use name search and full screen to explore one branch at a time.

NODE GRAPH123 nodes · 146 connections
11%
Node graph: Energy Object / Logo AssemblyBrightnessContrast1_1_1 · Brightness / ContrastBrightnessContrast1_1_1Brightness / ContrastGlow1_1_1 · GlowGlow1_1_1GlowMerge2_1_1 · MergeMerge2_1_1MergeMerge4_1_1 · MergeMerge4_1_1MergeMosaicBlur1_1_1 · Mosaic BlurMosaicBlur1_1_1Mosaic BlurColorCorrector1_1_1 · Color CorrectorColorCorrector1_1_1Color CorrectorFastNoise3_1_1 · Fast NoiseFastNoise3_1_1Fast NoiseFilter1_1_1 · FilterFilter1_1_1FilterFastNoise1_1_1 · Fast NoiseFastNoise1_1_1Fast NoiseMosaicBlur3_1_1 · Mosaic BlurMosaicBlur3_1_1Mosaic BlurMerge5_1_1 · MergeMerge5_1_1MergeSoftGlow1_1_1 · Soft GlowSoftGlow1_1_1Soft GlowFilter2_1_1 · FilterFilter2_1_1FilterColorCorrector2_1_1 · Color CorrectorColorCorrector2_1_1Color CorrectorMerge7 · MergeMerge7MergeBackground3 · BackgroundBackground3BackgroundDisplace1_1_1 · DisplaceDisplace1_1_1DisplaceMediaIn3 · MediaInMediaIn3MediaInFastNoise2_1_1_1 · Fast NoiseFastNoise2_1_1_1Fast NoiseMosaicBlur2_1_1_1 · Mosaic BlurMosaicBlur2_1_1_1Mosaic BlurMerge3_1_1 · MergeMerge3_1_1MergeFastNoise2_2_1 · Fast NoiseFastNoise2_2_1Fast NoiseMosaicBlur2_2_1 · Mosaic BlurMosaicBlur2_2_1Mosaic BlurMosaicBlur1 · Mosaic BlurMosaicBlur1Mosaic BlurMediaIn1 · MediaInMediaIn1MediaInMosaicBlur1_1 · Mosaic BlurMosaicBlur1_1Mosaic BlurFastNoise1 · Fast NoiseFastNoise1Fast NoiseMediaIn2 · MediaInMediaIn2MediaInFastNoise1_1 · Fast NoiseFastNoise1_1Fast NoiseColorCorrector1 · Color CorrectorColorCorrector1Color CorrectorBackground1 · BackgroundBackground1BackgroundMerge6 · MergeMerge6MergeColorCorrector1_1 · Color CorrectorColorCorrector1_1Color CorrectorBackground2 · BackgroundBackground2BackgroundMerge1 · MergeMerge1MergeGlow1 · GlowGlow1GlowGlow1_1 · GlowGlow1_1GlowMerge2 · MergeMerge2MergeFilter1 · FilterFilter1FilterFilter1_1 · FilterFilter1_1FilterMerge2_1 · MergeMerge2_1MergeBrightnessContrast1_1 · Brightness / ContrastBrightnessContrast1_1Brightness / ContrastBrightnessContrast1 · Brightness / ContrastBrightnessContrast1Brightness / ContrastFastNoise2_1_1 · Fast NoiseFastNoise2_1_1Fast NoiseFastNoise2_1 · Fast NoiseFastNoise2_1Fast NoiseMosaicBlur2_1_1 · Mosaic BlurMosaicBlur2_1_1Mosaic BlurFastNoise2_2 · Fast NoiseFastNoise2_2Fast NoiseMerge4_1 · MergeMerge4_1MergeMerge5_1 · MergeMerge5_1MergeMosaicBlur2_1 · Mosaic BlurMosaicBlur2_1Mosaic BlurFastNoise2 · Fast NoiseFastNoise2Fast NoiseMerge3_1 · MergeMerge3_1MergeDisplace1_1 · DisplaceDisplace1_1DisplaceMosaicBlur2_2 · Mosaic BlurMosaicBlur2_2Mosaic BlurMerge4 · MergeMerge4MergeDisplace1 · DisplaceDisplace1DisplaceMerge5 · MergeMerge5MergeMerge3 · MergeMerge3MergeMosaicBlur2 · Mosaic BlurMosaicBlur2Mosaic BlurColorCorrector2_1 · Color CorrectorColorCorrector2_1Color CorrectorMosaicBlur3_1 · Mosaic BlurMosaicBlur3_1Mosaic BlurFastNoise3_1 · Fast NoiseFastNoise3_1Fast NoiseFastNoise3 · Fast NoiseFastNoise3Fast NoiseMosaicBlur3 · Mosaic BlurMosaicBlur3Mosaic BlurSoftGlow1 · Soft GlowSoftGlow1Soft GlowFilter2_1 · FilterFilter2_1FilterSoftGlow1_1 · Soft GlowSoftGlow1_1Soft GlowFastNoise3_1_1_1_1_1 · Fast NoiseFastNoise3_1_1_1_1_1Fast NoiseDisplace2 · DisplaceDisplace2DisplaceText1 · Text+Text1Text+MediaIn5 · MediaInMediaIn5MediaInFastNoise1_1_1_1 · Fast NoiseFastNoise1_1_1_1Fast NoiseColorCorrector2 · Color CorrectorColorCorrector2Color CorrectorMosaicBlur1_1_1_1 · Mosaic BlurMosaicBlur1_1_1_1Mosaic BlurFilter2 · FilterFilter2FilterMultiMerge1 · MultiMergeMultiMerge1MultiMergeColorCorrector3 · Color CorrectorColorCorrector3Color CorrectorMerge10 · MergeMerge10MergeBackground4 · BackgroundBackground4BackgroundGlow1_1_1_1 · GlowGlow1_1_1_1GlowMerge2_1_1_1 · MergeMerge2_1_1_1MergeTransform1 · TransformTransform1TransformFilter1_1_1_1 · FilterFilter1_1_1_1FilterColorCorrector1_1_1_1 · Color CorrectorColorCorrector1_1_1_1Color CorrectorMerge8 · MergeMerge8MergeMerge9 · MergeMerge9MergeBackground5 · BackgroundBackground5BackgroundMediaIn4 · MediaInMediaIn4MediaInFastNoise1_1_1_1_1 · Fast NoiseFastNoise1_1_1_1_1Fast NoiseMosaicBlur1_1_1_1_1 · Mosaic BlurMosaicBlur1_1_1_1_1Mosaic BlurFastNoise2_1_1_1_1 · Fast NoiseFastNoise2_1_1_1_1Fast NoiseMediaOut1 · MediaOutMediaOut1MediaOutColorCorrector1_1_1_1_1 · Color CorrectorColorCorrector1_1_1_1_1Color CorrectorBrightnessContrast1_1_1_1 · Brightness / ContrastBrightnessContrast1_1_1_1Brightness / ContrastGlow1_1_1_1_1 · GlowGlow1_1_1_1_1GlowMerge2_1_1_1_1 · MergeMerge2_1_1_1_1MergeMosaicBlur2_1_1_1_1 · Mosaic BlurMosaicBlur2_1_1_1_1Mosaic BlurMerge5_1_1_1 · MergeMerge5_1_1_1MergeMerge4_1_1_1 · MergeMerge4_1_1_1MergeDisplace1_1_1_1 · DisplaceDisplace1_1_1_1DisplaceFastNoise2_2_1_1 · Fast NoiseFastNoise2_2_1_1Fast NoiseMerge3_1_1_1 · MergeMerge3_1_1_1MergeFilter1_1_1_1_1 · FilterFilter1_1_1_1_1FilterMosaicBlur2_2_1_1 · Mosaic BlurMosaicBlur2_2_1_1Mosaic BlurBrightnessContrast1_1_1_1_1 · Brightness / ContrastBrightnessContrast1_1_1_1_1Brightness / ContrastFastNoise2_1_1_1_1_1 · Fast NoiseFastNoise2_1_1_1_1_1Fast NoiseMosaicBlur2_2_1_1_1 · Mosaic BlurMosaicBlur2_2_1_1_1Mosaic BlurFastNoise2_2_1_1_1 · Fast NoiseFastNoise2_2_1_1_1Fast NoiseMosaicBlur3_1_1_1 · Mosaic BlurMosaicBlur3_1_1_1Mosaic BlurMerge3_1_1_1_1 · MergeMerge3_1_1_1_1MergeColorCorrector2_1_1_1 · Color CorrectorColorCorrector2_1_1_1Color CorrectorMerge4_1_1_1_1 · MergeMerge4_1_1_1_1MergeMerge5_1_1_1_1 · MergeMerge5_1_1_1_1MergeFastNoise3_1_1_1 · Fast NoiseFastNoise3_1_1_1Fast NoiseSoftGlow1_1_1_1 · Soft GlowSoftGlow1_1_1_1Soft GlowMosaicBlur2_1_1_1_1_1 · Mosaic BlurMosaicBlur2_1_1_1_1_1Mosaic BlurFilter2_1_1_1 · FilterFilter2_1_1_1FilterDisplace1_1_1_1_1 · DisplaceDisplace1_1_1_1_1DisplaceMosaicBlur3_1_1_1_1 · Mosaic BlurMosaicBlur3_1_1_1_1Mosaic BlurSoftGlow1_1_1_1_1 · Soft GlowSoftGlow1_1_1_1_1Soft GlowFastNoise3_1_1_1_1 · Fast NoiseFastNoise3_1_1_1_1Fast NoiseColorCorrector2_1_1_1_1 · Color CorrectorColorCorrector2_1_1_1_1Color CorrectorFilter2_1_1_1_1 · FilterFilter2_1_1_1_1Filter

Select a node to inspect its connections. Drag to pan; Ctrl/Cmd + wheel or + / − to zoom. Arrow keys move the view; Home fits the graph.On a touch screen, enable Move to pan and pinch the graph.

Mask / Effect MaskForeground / marked inputBackground / main inputOther connections
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Assembly order

Build it branch by branch

  1. Prepare the object as separate layers

    Split the object or logo into independent transparent PNG pieces. The source composition uses several MediaIn layers, each with its own repeated assembly branch.

  2. Create the pixel structure

    FastNoise with high Contrast and negative Brightness creates sparse bright regions. Mosaic Blur turns that noise into square or hexagonal digital fragments.

  3. Build the energy edge

    Color Corrector sets fragment color, Filter emphasizes the boundary, and Glow plus Soft Glow create a bright energy phase before full materialization.

  4. Reduce distortion to zero

    Animate Displace Offset and Refraction from strong values back to zero. The scattered fragments converge toward the original clean object shape.

  5. Reveal the clean layer

    A Merge with animated Blend gradually replaces the energy branch with the source PNG. Brightness / Contrast simultaneously reduces excessive brightness after the flash.

  6. Offset repeated branches in time

    Start repeated branches on different frames. The delays make logo segments assemble sequentially instead of appearing in one simultaneous burst.

  7. Assemble the final object

    Final Merge and MultiMerge nodes combine the prepared segments, then Transform sets final position and scale before MediaOut.

Node parameters

Settings by node

The values below belong to this example. Use the descriptions to understand what each setting controls when adapting the graph to your footage.

FastNoise

The main source of digital structure. Different copies use different X Scale and gradient direction so the fragments do not all look identical.

  • Contrast: 5
  • Brightness: -1
  • X Scale: approximately 83–180
  • Seethe Rate: 0.016–0.094
  • Gradient direction controls the reveal direction

Mosaic Blur

Converts smooth noise into separate geometric fragments and is used either as an image or as an Effect Mask.

  • Pixel Frequency: 52.1 or 100
  • Cell Shape: Square / Hexagon
  • Smooth Strength: 0
  • Blur Alpha: enabled
  • Aliasing varies between branches

Displace

Creates the scattered phase and subsequent convergence. By the end of each stage, all distortion parameters return to zero.

  • Type: Refraction
  • X / Y Offset animated toward 0
  • X / Y Refraction animated toward 0
  • Active phase lasts about 15 frames
  • Keyframes are time-offset between branches

Glow / Soft Glow

The two glow types separate a harder energy edge from a wider soft aura around materializing pieces.

  • Glow Size: about 29.9
  • Glow Blend: 0.2
  • Soft Glow Threshold: 0.2
  • Soft Glow Gain: about 1.339
  • Energy branch composite mode: Screen

Merge / MultiMerge

These nodes control the staged reveal of clean PNGs and the final assembly of many independent pieces.

  • Blend animated from 0 to 1
  • Glow Apply Mode: Screen
  • Effect Mask receives Mosaic Blur or the object layer
  • Each branch has its own time range
  • Final layers are assembled before Transform

Troubleshooting

Common mistakes in this setup

  • Do not use one flattened PNG if the effect needs separate object segments to assemble sequentially.

  • Do not start every branch on the same frames or the staged materialization collapses into one global flash.

  • Do not leave Displace at non-zero final values or the finished object will continue to wobble or remain distorted.

  • Avoid very fine Pixel Frequency values that turn readable digital fragments into noisy mush.

  • Do not forget transparency in source PNGs or each part's background will cover layers assembled earlier.

  • Do not push Glow equally hard in every branch; combined brightness can quickly clip object detail to white.

  • When adding new segments, offset Blend, Gain, Offset and Refraction keyframes rather than simply duplicating a branch unchanged.

Check the composition

Verify the result

Tick each item after checking it in your own composition.

Documentation for this workflow

These references explain the tools and connections used in the graph.