Overview
Text 3D is one of Fusion's most versatile nodes for motion design. It produces true 3D text (not a textured plane), with controllable extrusion depth and customizable beveled edges.
The text content itself and the font are set in the Text tab. The extrusion/bevel options are in the same tab, further down. The layout (where and how the text is placed) is in the Layout tab. And the per character/word/line transforms are in the Transform tab.
Where to find this node
- Effects Library:
Tools > 3D > Text 3D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Text 3D
Important limitations
Three limitations to know from the start:
- No direct material input - Text 3D has a basic internal material (Color, Specular…) but no MaterialInput port. To apply a real shader (Blinn, Cook Torrance, a complex texture), you need a
Replace Material 3Ddownstream. - No Visibility/Lighting/Matte/ID controls - these properties must be overridden through an
Override 3D. - Fonts = system dependency - for a farm render (network render), each machine must have the fonts installed. Fusion doesn't copy fonts to the render slaves.
Typical pipeline with all these fixes:
Text 3D → Override 3D (Do Lighting + Shadow Caster)
→ Replace Material 3D (← Blinn with a texture)
→ Merge 3D ← Camera 3D
→ Renderer 3DInputs
- SceneInput (orange) - optional. Combines an existing 3D scene with the generated text.
- ColorImage (green) - optional. A 2D image used as a texture when Material Type is set to Image (internal shading).
- BevelTexture (magenta) - optional. Texture applied to the beveled edges when Bevel Type = Image.
Setup
Minimal setup:
Text 3D → Merge 3D ← Camera 3D → Renderer 3D
For a production render with shadows and proper materials, see the full pipeline in the Limitations section.
Text tab
Text section
- Styled Text
- Multi-line edit field. Supports copy/paste from other applications and a rich contextual menu (modifiers, special insertion).
- Font
- Font family and style selection (Regular, Bold, Italic). The list only shows the fonts installed on your system.
- Color
- Base tint of the text (through the internal material).
- Size
- Size relative to the width of the comp image. Keeps proportions consistent whatever the resolution.
- Tracking
- Uniform spacing between characters.
- Line Spacing
- Spacing between lines of text.
- Vertical / Horizontal Anchor & Justify
- Top/middle/bottom and left/center/right alignment, with a slider for custom in-between justification.
- Direction & Line Direction
- Writing direction (left→right, right→left for Arabic/Hebrew) and the direction of line breaks.
- Write On
- Animatable range to make the text appear/disappear progressively. Two sliders, start and end, to animate a "reveal".
Advanced kerning
- Force Monospaced (0 - 1, default: 0)
- 0 = the font's standard kerning. 1 = all characters evenly spaced (forced monospacing, useful for technical/code effects).
- Use Font Defined Kerning (default: on)
- Uses the font's TrueType kerning tables. Turn it off for more neutral spacing.
- Manual Font Kerning
- Lets you copy/paste kerning from a 2D
Text+through Paste Settings. Handy to transfer a fine-tuned layout.
Extrusion & Bevel
This is the part that sets Text 3D apart from the 2D Text+. These parameters are also in the Text tab.
- Extrusion Depth (default: 0)
- Extrusion depth in Fusion units.
0= flat text (equivalent to a 2D Text+).> 0= 3D text with depth. - Bevel Depth
- Depth of the bevel (chamfer on the edges). The higher the value, the more pronounced the bevel.
- Bevel Width
- Width of the bevel. Bevel Depth × Bevel Width together control the size of the chamfer.
- Smoothing Angle
- Threshold angle to smooth adjacent edges (same principle as on
Replace Normals 3D). Raise it for a rounder render, lower it for sharp edges. - Front Bevel / Back Bevel
- Turn beveling on or off on the front and/or back of the text, independently.
- Custom Extrusion
- Extrusion profile controlled by an editable spline - instead of a simple linear bevel, you draw the profile yourself (chiseled or decorative styles). Adjustable number of subdivisions.
Layout tab
Four layouts determine how the text is arranged in space:
- Point
- Text arranged around an adjustable center point (X/Y/Z). The simplest - a single position.
- Frame
- Text constrained inside a rectangular frame with vertical/horizontal justification controls. For a paragraph or a block of text that must fit in an area.
- Circle
- Text along a circle or oval, with diameter and width controls (to turn it into an oval).
- Path
- Text that follows the edges of a spline. The Position on Path is animatable (0.0 to 1.0) → the text slides along the path. Perfect for complex logos or text that follows a custom curve.
Shared parameters: Center X/Y/Z, Size, Width/Height, Rotation Order, X/Y/Z Angles, Position on Path.
Transform tab
Lets you animate transforms per character, word or line - the most powerful animation feature of Text 3D.
- Transform Level
- Applies the transforms by Characters, Words or Lines. Changes the granularity of the animation.
- Spacing
- Spacing between elements (character/word/line). Values < 1 = overlap.
- Pivot X/Y/Z
- Pivot offset for rotations/scales. Lets you rotate the characters around their bottom or their center.
- Rotation Order
- Order in which the XYZ rotations are applied.
- X/Y/Z Angles
- Per-axis rotation applied to each element.
- Shear X/Y
- Slant of the elements (forced italics, for example).
- Size X/Y
- Per-axis scale applied to each element.
Shading (internal material)
Text 3D has a basic built-in material. For a real Fusion shader, use Replace Material 3D. But for a simple render, these internal controls are enough.
- Opacity
- Overall transparency of the text (affects diffuse and specular the same way).
- Use One Material
- Toggle: a single material everywhere, or a separate material for the bevel (for a "gold bevel on white text" look, for example).
- Type
- Solid color or Image. In Image mode, the text is textured by the connected ColorImage.
- Specular Color
- Highlight color. White for a plastic look, tinted gold/copper for metal.
- Specular Intensity
- Highlight strength.
- Specular Exponent
- Highlight sharpness. Higher = a more concentrated, "glossy" highlight.
- Image Source
- Tool input, disk Clip or Brush as the source.
- Bevel Material
- Separate controls for the bevel when Use One Material is unchecked.
Text Modifiers (contextual menu)
Right-click the Styled Text field to access modifiers that add dynamic behaviors:
- Animate - keyframes the text over time (different text on different frames).
- Character Level Styling - through Text+, copy/paste settings per character.
- Comp Name - inserts the name of the current comp. Handy for automated slates.
- Follower - ripples an animation from one character to the next. The go-to for smooth text animation.
- Publish - makes the text available to other nodes through Connect To.
- Text Scramble - scrambles the characters based on an ID. A classic "hack/coding" effect in motion design.
- Text Timer - countdown or automatic date/time display.
- Time Code - shows the current timecode (the comp's current frame).
- Connect To - receives the content of another published text.
Network rendering
Crucial prerequisite: every machine on the render farm must have the fonts you use installed. Otherwise the render silently fails or uses a fallback font.
Fusion doesn't copy fonts to the slaves. A good practice: limit your font list to those installed by default on Windows/macOS, or manage a shared font folder deployed on every machine.
Use cases
- Cinematic logo / title - Text 3D + Extrusion Depth 0.3 + Bevel Depth 0.02 + Replace Material with a gold Blinn. Classic but effective.
- Per-character reveal animation - a Follower modifier on Y (each character rises in turn). No per-character keyframes, 100% automatic.
- Text following a spline - Path layout + Position on Path animated from 0 to 1 → text that slides along a drawn curve.
- Live countdown / timer - a Text Timer modifier set to countdown mode. The text updates automatically every frame.
- "Glitch / hack" effect - a Text Scramble modifier with a good scramble frequency for a Matrix-style look.
- Reflective / metal text - Text 3D → Replace Material with a
Reflectshader + an HDRI environment. A realistic chrome render. - Text that casts shadows - Text 3D → Override 3D (Do Lighting + Shadow Caster). Without this chain, the text casts no shadow at all.
Tips & pitfalls
- A truly custom material - always go through
Replace Material 3D. Text 3D's internal material is limited. - Shadow caster / Unseen by Camera - always go through
Override 3D. There is no other way. - Extrusion Depth = 0 - if you want flat text, prefer the 2D
Text+, which is faster and has more controls. - Fonts on a render farm - check that every font you use exists on every machine. Test a 1-frame render on the farm before launching a long render.
- The Follower modifier is a gem - it automates 90% of "After Effects style" text animations. Explore it.
- Bevel too wide - if the bevel "eats" the text, lower Bevel Width or Bevel Depth.
- For a successful custom extrusion profile, start with at least 10-15 subdivisions, otherwise the bevel looks stepped.
- Modifiers (Follower, Scramble, Timer) appear in the Node Editor as separate nodes linked to the Text 3D - handy to adjust them independently.
