Overview
DVE is a middle ground between the 2D Transform (limited to a Z axis) and 3D Transform (which needs a complete scene with a Camera 3D and Renderer 3D). The DVE works in "fake 3D" - it simulates X/Y rotations with perspective, without needing a full 3D setup.
Extremely efficient for classic broadcast effects: a shot that flips like a card, a screen that turns to reveal other content, transitions with rotation. It inherits the look of 90s post-production gear (Quantel, Chyron).
Where to find this node
- Effects Library:
Tools > Transform > DVE - Quick add: right-click in the Node Editor →
Add Tool > Transform > DVE
DVE vs 2D Transform vs 3D scene
- Transform 2D
- Rotation around the Z axis only (in the image plane). No perspective. Fast.
- DVE
- X, Y, Z rotations + perspective + Z Move. Simulates 3D without a full 3D scene. Slower than Transform, faster than a real 3D scene.
- 3D scene (Image Plane + Camera 3D)
- Real 3D with a camera, lighting, reflections. For complex integrations. Heavier.
Rule: rotation in the plane → Transform. Card flip / simple perspective → DVE. Full 3D integration → an Image Plane 3D scene.
Inputs
- Primary Input (orange) - 2D image to transform.
- DVE Mask (white) - pre-transformation masking. The mask is applied before the DVE transformation (the masked image is then rotated/zoomed).
- Effect Mask (blue) - optional. Limits the DVE area after processing.
Setup
Simple card flip:
MediaIn → DVE (Rotate Y animated 0 → 180°) → Merge → MediaOut
Card flip transition between 2 shots:
MediaIn A → DVE (Rotate Y 0 → 90°) →
MediaIn B → DVE (Rotate Y -90 → 0°) → Merge
↑
Switch in the middle of the animation
Broadcast perspective tilt:
MediaIn → DVE (Rotate X 15°, Perspective 0.2) → Merge
= the image is "tilted" as if seen from belowControls tab
- Rotation X / Y / Z
- Rotation around each of the 3 axes (in degrees). Z = classic rotation in the image plane. X = tilt forward/back. Y = swing left/right (card flip).
- Rotation Order
- Order in which the rotations are applied (XYZ, XZY, YXZ, etc.). Changes the final result when several axes are animated at the same time.
- Pivot X / Y / Z
- Reference point for rotations and scaling. Moving the Pivot lets you rotate around an external axis (e.g. the edge of the image for a flip that starts from the edge).
- Center X / Y
- Position of the final image after transformation (like Transform 2D).
- Z Move
- Movement along the Z axis - a zoom in/out effect. Negative value = moving away (smaller image), positive = moving closer.
- Perspective
- Adjusts the strength of the perspective applied to the X/Y rotations. 0 = flat orthographic rotation. Higher = a stronger 3D effect.
- Black Background / Fill Black
- Toggles that control transparency outside/inside the masked areas.
Alpha Modes
- Ignore Alpha
- The incoming alpha is ignored - the image is treated as opaque.
- Subtractive
- For non-premultiplied images.
- Additive
- For premultiplied images (the standard for 3D renders and keyers).
Use cases
- Card flip / page turn - Rotate Y animated 0 → 180° = the image flips over like a card. A classic motion design transition.
- Rotating screen (broadcast transition) - two shots, each with a DVE, swinging symmetrically = a gradual reveal of new content.
- Documentary perspective tilt - subtle Rotate X + moderate Perspective = a shot with a slightly high-angle view, vintage broadcast style.
- Zoom with perspective - animated Z Move = a zoom that respects perspective, unlike a classic Transform Size that scales without depth.
- Simulated picture-in-picture rotation - a PIP of a secondary shot that turns slightly toward the camera to draw attention.
- 90s news broadcast look - DVE with strong perspective = floating shots in the style of Fox News / vintage broadcast.
- Logo intro in perspective - a logo that comes in with an X/Y rotation and an increasing Z Move = a dynamic 3D-like entrance.
Tips
- Pivot on the edge = hinge - for a page turn that starts from the left edge, Pivot X = 0. The image pivots around the edge instead of the center.
- Rotation Order matters when several axes are animated. Try different orders if the result is not intuitive.
- Moderate Perspective for broadcast - 0.2-0.4 gives a classic broadcast look. 0.8+ = a fisheye / exaggerated look.
- Z Move vs Size - Z Move respects perspective when the X/Y rotation is not zero. 2D Size does not. For a believable zoom on a tilted shot, use Z Move.
- DVE limitations vs real 3D - no lighting, shadows or reflections. For a believable integration into a 3D scene, use Image Plane 3D + Camera 3D.
- DVE Mask for a transformed mask - if you want a mask to follow the DVE transformation (rather than applying it to the final result), use the DVE Mask input (pre-transformation).
- For clean back-to-back card flips, use a Dissolve with two symmetrically configured DVEs + an ease-in-out curve on each animation.
