FUSION WORKFLOW / 02

Level: Intermediate workflow

Sand Particle Title

Sand Particle Titles in Fusion

Text+ becomes a Bitmap Mask, emits particles through pEmitter, gains organic motion with pTurbulence and is finished with Glow and Merge.

Graph elements
12
Connections
11
Assembly stages
6
  • Text+
  • Particles
  • pEmitter
  • pTurbulence
  • Glow
  • TimeStretcher
Composition resultVIDEO

Understand the task

What this graph needs to do

This workflow builds a sand-like title effect in Fusion. The DaVinci Resolve text first defines the shape used by a Bitmap Mask. Particles are emitted from that shape, pTurbulence gives them an irregular drifting motion, pRender converts the particle system into a 2D image, Glow adds a soft golden bloom, and a second Text+ restores a clean readable title over the particle layer.

Why it is built this way

The graph is split into two branches. One branch converts the letter shape into a particle system; the other preserves a clean Text+ layer for readability. TimeStretcher is used as a timing tool rather than decoration: reversing time makes it easy to switch between assembly and disintegration without rebuilding the animation. Merge combines the particle layer and clean title only after pRender and Glow, so the particles stay lively while the final title remains legible.

Node graph

Read the connections

Zoom into a branch, select a node and inspect its incoming connections.

NODE GRAPH12 nodes · 11 connections
74%
Node graph: Sand Particle TitleText1 · Text+ sourceText1Text+ sourceTimeStretcher1 · Reverse timeTimeStretcher1Reverse timeBitmap1 · Luminance MaskBitmap1Luminance MaskpEmitter1 · ParticlespEmitter1ParticlespTurbulence1 · Particle forcepTurbulence1Particle forcepRender1 · 2D particlespRender12D particlesGlow1 · Soft glowGlow1Soft glowText1_1 · Readable titleText1_1Readable titleMerge1 · CompositeMerge1CompositeTransform1 · PositionTransform1PositionTimeStretcher2 · Final reverseTimeStretcher2Final reverseMediaOut1 · OutputMediaOut1Output

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
Read all connections as a list11
FromToInput
Input
Image
BitmapRgn.Bitmap
Input
Input
Input
Background
Foreground
Input
Input
Input

Assembly order

Build it branch by branch

  1. Text1 → TimeStretcher1

    The first Text+ provides the letter shape that will emit particles. TimeStretcher reverses the source with comp.RenderEnd - time so the same animation can read as either formation or disintegration.

  2. TimeStretcher1 → Bitmap1

    Bitmap converts the luminance of the text into a mask. This restricts particle birth to the letters instead of emitting particles across the whole frame.

  3. Bitmap1 → pEmitter1 → pTurbulence1

    pEmitter creates particles from the letter mask and pTurbulence breaks up their motion. Together they create sand, dust or golden debris rather than a simple dissolve.

  4. pTurbulence1 → pRender1 → Glow1

    pRender turns the particle system into a regular 2D image. Glow then adds a soft bloom so the grains feel brighter and more dimensional against black.

  5. Text1_1 → Merge1

    A second clean Text+ is composited with the sand layer so the effect never collapses into unreadable dust and the final title remains intact.

  6. Merge1 → Transform1 → TimeStretcher2 → MediaOut1

    Transform positions the assembled title, and the final TimeStretcher controls the direction of the complete effect before it reaches 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.

Text1 / Text1_1

Both Text+ nodes use the same wording and styling. The first is the particle shape source; the second is the clean readable layer in the final Merge.

  • StyledText: DaVinci Resolve
  • Font: Montserrat Bold
  • CharacterSpacing: 1.5 via Follower
  • Text color: gold; Green 0.6666667 / Blue 0
  • Horizontal / Vertical Justification: Center
  • Text1_1 Opacity: 1 at frame 70 → 0 at frame 90

Follower / Path

Follower offsets characters sequentially while Path adds movement. This lets the title assemble character by character instead of appearing as one static block.

  • Order: 4
  • Delay: 1
  • CharacterOffset: Path Position
  • Path Displacement: 0 at frame 0 → 1 at frame 7
  • Follower Opacity: 0 at frame 0 → 1 at frame 20

pEmitter1

The emitter uses Bitmap Mask as its region. Particle count rises from zero to a peak and returns to zero, creating a controlled burst instead of continuous noise.

  • Region: BitmapRgn
  • BitmapRgn.Bitmap: Bitmap1.Mask
  • Number: 0 at frame 70 → 8000 at frame 90 → 0 at frame 119
  • Lifespan: 80
  • Velocity: 0.047
  • Angle: 83.5 / AngleZ: 44.3
  • RandomSeed: 1500

pTurbulence1

Turbulence breaks the overly regular particle motion. X and Y forces push the grains sideways and upward so the edges of the letters feel organic.

  • XStrength: -0.402
  • YStrength: 0.315
  • StrengthOverLife: 0.5

Glow1 / Transform1 / TimeStretcher

These final nodes control presentation: bloom, placement and reverse playback of the assembled composition.

  • Glow Blend: 0.2
  • XGlowSize: 3.1
  • Glow: 0.52
  • Transform Center: X 0.5 / Y 0.095
  • TimeStretcher SourceTime: comp.RenderEnd - time

Troubleshooting

Common mistakes in this setup

  • Do not feed pEmitter directly into Merge; particles must first be rendered with pRender.

  • Do not omit Bitmap Mask or the particles will be emitted as a generic field instead of following the letters.

  • Avoid excessive Velocity or the sand will fly too far from the title and destroy readability.

  • Do not remove the second Text+; the clean title is what keeps the final result readable after the particle breakup.

  • Do not confuse the two TimeStretcher nodes: the first controls the particle source, the second reverses the assembled result.

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.