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Duplicate Node

By Kriss Norde

Duplicate creates N copies of the input with a cumulative transform on each iteration: each copy is offset/rotated/scaled relative to the previous one. Perfect for arrays, kaleidoscopes, mandalas and consistent trails in a single node.

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 pEmitter particle 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.