Overview
Duplicate applies a transform delta between each copy. If Center X = 10, copy 1 is at +10, copy 2 at +20, copy 3 at +30, and so on. Cumulative, not absolute.
Its main advantage: it generates complex patterns from a single source element, without copy-pasting or instancing by hand. Change the source = all the copies follow.
Where to find this node
- Effects Library:
Tools > Effect > Duplicate - Quick add: right-click in the Node Editor →
Add Tool > Effect > Duplicate
How it works (cumulative)
For each copy i (from 1 to Copies):
- Position = i × Center (X, Y).
- Rotation = i × Angle (in degrees).
- Scale = Sizei (multiplicative).
Example: Copies = 4, Angle = 90° → copies at 0°, 90°, 180°, 270°. Size = 0.8 → copies sized 1, 0.8, 0.64, 0.51.
Inputs
- Primary Input (orange) - the 2D image to duplicate.
- Effect Mask (blue) - optional. Limits the copies to an area.
Setup
Kaleidoscope: Text+ → Duplicate (Copies 12, Angle 30°, Pivot center) → Merge 2D Stairs / array: Image → Duplicate (Copies 10, Center X=50, Size 1.0) → Merge 2D Rotating echo: Logo → Duplicate (Copies 6, Center X=80, Angle 15°, Size 0.9) → Merge
Controls tab
- Copies
- Number of copies generated. Watch performance: 20 copies = 20× the render of the input. Avoid > 50.
- Center (X / Y)
- Positional offset per copy (not absolute). Copy 1 at the center, copy 2 offset by Center, copy 3 at 2×Center, etc.
- Size
- Scale factor per copy, multiplicative. Size = 1: constant size. Size = 0.9: each copy is 10% smaller than the previous one (receding effect). Size = 1.1: copies that grow.
- Angle
- Z rotation per copy (in degrees). Positive = clockwise.
- Pivot
- Reference point for rotation and scale. Center by default. Move it to create orbital patterns.
- Apply Mode
- Blend mode between the copies (Normal, Screen, Multiply, Overlay, Color Dodge, 15+ others).
- Operator
- Compositing mode: Over, In, Held Out, Atop, XOr.
- Blur / Glow / Gain / Blend
- Extra effects applied to the copies. Blur to soften, Glow for a luminous look, Blend to adjust the overall opacity.
Jitter tab: randomization
Instead of a perfectly mathematical progression, Jitter adds randomness to each copy:
- Position Jitter
- Random X/Y offset per copy.
- Rotation Jitter
- Random rotation per copy.
- Size Jitter
- Random scale variation per copy.
- Color Jitter
- Random tint per copy (hue shift).
- Random Seed
- The randomization seed. Change it = another random pattern. Lock it to a value for a reproducible result.
Tip: Jitter turns a rigid geometric grid into an organic pattern (stars, leaves, particles).
Time Offset: staggered animation
Time Offset shifts the animation of each copy in time. If the input is animated (e.g. a logo that grows over 24 frames) and Time Offset = -2:
- Copy 1: current frame.
- Copy 2: current frame - 2.
- Copy 3: current frame - 4.
- etc.
The result: each copy lags a few frames behind the previous one → a cascade / animation trail effect.
Use cases
- Kaleidoscope / mandala - Copies 12, Angle 30°, Pivot center = a geometric rosette. With jitter = an organic mandala.
- Array of objects - Copies 10, Center X = 100 = a line of evenly spaced objects. Combine X and Y for a 2D grid.
- Motion echo - Time Offset + a slight translation + a decreasing Size = an animation trail with smaller copies lagging behind.
- Particle star - Copies 8, Angle 45°, Pivot offset + Size 0.8 = a star burst from a point.
- Crowd / herd - one animated character + Duplicate (10 copies) + position/time/color Jitter = a crowd of distinct silhouettes from a single render.
- Row of animated letters (staggered fly-in) - an alternative to the Text+ Follower modifier: one animated character + Duplicate with Time Offset = each letter comes in as a cascade.
- Staircase / spiral - Center Y + a slight Angle = a geometric staircase. Center Y + Angle + Scale = a receding spiral.
Tips
- Cumulative delta = not absolute - a reminder: Center 10 over 5 copies gives copies at 10, 20, 30, 40, 50 (not all at 10).
- Size 1 by default - don't leave it at 0 by mistake (all the copies disappear).
- Apply Mode Screen for luminous overlays (particles, stars). Normal for opaque objects.
- A different Jitter Seed per copy avoids uniformity - all the copies look slightly different if you add several types of jitter.
- Negative Time Offset for a trail (the copies follow the past movement). Positive = the copies anticipate (often a less natural result).
- Performance check - 30+ copies with a complex input = a very slow render. If you need many copies, prefer the
pEmitterparticle system. - Pivot offset for an orbit - place the Pivot far from the object + a high Angle = the object orbits around the Pivot. Create simple planetary orbits.
