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Merge Node

By Kriss Norde

The Merge is the most used node in Fusion. It combines two 2D images based on the foreground alpha. Behind its simple look hides a powerful tool: 25+ apply modes, Porter-Duff operator modes, premultiplied/non-premultiplied control, depth merge, and a built-in FG transform. Press M to add it instantly.

Overview

Merge combines a Background and a Foreground based on the FG alpha. It is the building block of all compositing: every time you layer two images in Fusion, you go through a Merge.

Even the final result of a comp (MediaOut) is usually preceded by a Merge that assembles all the layers. Knowing how to drive a Merge precisely (apply mode, operator, additive slider) is what separates a beginner compositor from a pro.

Where to find this node

  • Keyboard shortcut: M (in the Node Editor).
  • Effects Library: Tools > Composite > Merge
  • Quick add: right-click in the Node Editor → Add Tool > Composite > Merge

Inputs (BG / FG / Mask)

  • Background (orange) - the bottom layer. It sets the output resolution of the Merge.
  • Foreground (green) - the layer in front. Positioned and merged over the BG based on its alpha.
  • Effect Mask (blue) - optional. Limits the merge to an area. Outside that area, the FG is not visible (BG only).

Critical rule: the output resolution = the BG resolution. If the BG is empty / not connected, the Merge takes the FG resolution but may show unexpected edges.

Setup

Basic compositing:
BG shot → Merge BG input
Text+ → Merge FG input
Merge → MediaOut

Multi-layer chain (bottom-up):
BG → Merge1 ← Layer 1
      ↓
    Merge2 ← Layer 2
      ↓
    Merge3 ← Layer 3
      ↓
    MediaOut

Merge tab

Center (X / Y)
Position of the FG in the frame. 0.5 / 0.5 = centered. Works like a built-in Transform.
Size
Scale of the FG. 0 to 5. 1.0 = pixel for pixel. For a quick scale, the Merge Size is simpler than a Transform.
Angle
Rotation of the FG.
Apply Mode
Math blend mode. See the dedicated section.
Operator Mode
Compositing logic (Porter-Duff). See the dedicated section.
Additive / Subtractive
Slider that sets whether the FG is treated as premultiplied or not. Key to solving edge problems.
Alpha Gain
Multiplies the FG alpha linearly. Useful to lower the opacity before compositing.
Burn In
Darkens the BG without touching the additive part of the FG. For additive glow effects that locally burn into the BG.
Blend
Mix between the Merge result and the original BG. 1 = full merge, 0 = BG only. Works like a global opacity fader.
Filter Method
Resampling quality when the FG is scaled/rotated. Catmull-Rom by default (a good compromise). Lanczos / Sinc for high quality, but they can cause ringing.
Edges
Canvas, Wrap, Duplicate, Mirror - how to handle the FG edges beyond its own frame.

Apply Modes (blend modes)

The modes used most in production:

Normal (default)
Standard alpha compositing. FG placed over the BG based on the alpha.
Screen
Soft additive light. Ideal for: glow, flares, light, flames, light smoke. Blacks disappear, whites dominate.
Multiply
Whites disappear, blacks dominate. Use it for: shadows, dark textures, dust & dirt.
Overlay
A mix of Multiply (shadows) + Screen (highlights). Boosted contrast. Use it to add a pattern while respecting the original brightness.
Add (Linear Dodge)
Simple math addition. For physical light sources (rays, real flames). Can blow out quickly.
Hue / Saturation / Color / Luminosity
HSL modes that preserve some dimensions of the original color. Color is useful to tint an image while keeping its luminance.
Hypotenuse / Geometric
HDR-optimized. They avoid clipping artifacts when you merge HDR sources (e.g. stock HDR flares).

Operator Modes (Porter-Duff)

These modes control the inclusion logic - where does the FG replace the BG?

Over (default)
FG over the BG wherever the FG alpha exists. The standard mode.
In
FG only where the BG alpha exists. The BG acts as a mask for the FG. Useful to confine an image to the shape of another.
Held Out
The opposite of In. FG only where the BG has no alpha.
Atop
FG over the BG, but only where the BG exists. Combines the shape of the BG with the color of the FG.
XOr
Combines BG and FG where only one of them has alpha, never both. A geometric "exclusion" effect.
Conjoint / Disjoint
Variants that handle soft edges and motion blur smartly - fewer artifacts on gradual alphas.
Mask / Stencil
Output = the BG multiplied by the FG alpha (or the inverse). To extract/mask.
Under
The opposite of Over - the BG goes in front of the FG.

Additive vs Subtractive: edge problems

The Additive/Subtractive slider sets how the FG alpha is interpreted:

Additive (0)
For premultiplied images (transparent areas are black - the standard case for 3D renders and keyers). The compositing adds the FG to the BG based on the alpha.
Subtractive (1)
For non-premultiplied images (separate alpha, transparent areas have a "full" color even though they are invisible - the case with some scanners).

Edge halo tip: if the FG shows a black / white halo on its edges after compositing, moving the Additive/Subtractive slider often solves the problem. Use an in-between value (0.3-0.7) for ambiguous cases.

Channels tab: Depth Merge

Perform Depth Merge
Uses the Z-depth values to decide the layering order pixel by pixel. An FG pixel is only placed in front of the BG if it is closer in Z. Essential to combine 3D renders that intersect (e.g. a character walking into a 3D set).
Foreground Z-Offset
Offsets the depth of the FG. Positive = pushes the FG back, negative = brings it closer.

Use cases

  • Basic composite (text over a shot) - Text+ → Merge FG, shot → Merge BG. Apply Normal, Operator Over.
  • Stock lens flare - HDR lens flare → Merge FG, shot → Merge BG, Apply Mode Screen = a flare that adds up like real light.
  • Multiplying dust & dirt - a dust scan image → Merge FG, shot → Merge BG, Apply Mode Multiply = dirt blended into the image without crushing the blacks.
  • Depth compositing - a 3D character rendered with Z-depth → Merge BG with a 3D set → Perform Depth Merge on = a character that can pass in front of/behind the set elements dynamically.
  • Stylized glow - Fast Noise with warm colors → Merge FG, Apply Mode Screen with Blend 0.3 = a subtle glowing halo.
  • Multiplied vignette - a radial gradient that is black at the edges → Merge FG, Apply Multiply = a clean added vignette.
  • Color pass (localized grading) - a tinted layer → Merge FG, Apply Mode Color = tints the BG luminance without crushing the structure.

Tips

  • Shortcut M to add a Merge instantly. Memorize it, it is the most used shortcut in Fusion.
  • Connect by dragging onto the inputs - in Fusion, dragging a connector from an output to the matching input colors the wire (yellow = BG, green = FG). A lifesaving habit.
  • Additive by default is enough - 95% of situations are solved in Additive. The Subtractive slider is only useful on specific sources (old scanned footage).
  • Do not scale the FG in the Merge for precise work - for an animated or precise scale, use a Transform upstream. The Merge Size is handy for quick-and-dirty work but less flexible.
  • Apply Mode Screen = soft additive - Screen is more "forgiving" than Add (no clipping). Preferred for most lights / glows unless you physically need a true additive.
  • Alpha Gain for a fade out - animate Alpha Gain from 1 to 0 = a clean fade out of the FG. Cleaner than animating the overall Blend.
  • Avoid stacking 20 Merges - beyond 10 layers, prefer a sub-comp (Group) or pre-render the stacks for readability.
  • For transitions between two shots (gradual fade), use the Dissolve rather than the Merge - it offers transition presets (fade, wipe, dissolve).