Overview
uMerge accepts several USD inputs and produces a unified scene. The prims (USD objects) are merged based on their paths: if two scenes have different paths, they coexist; if they share the same paths, the last scene overrides (depending on the mode).
Typical workflow: one uLoader for the set, one uLoader for the character, one uLoader for the props → all combined through uMerge → into the uRenderer. It enables a modular studio workflow.
Where to find this node
- Effects Library:
Tools > USD > uMerge - Quick add: right-click in the Node Editor →
Add Tool > USD > uMerge
uMerge vs classic Merge 3D
- Merge 3D
- Combines native Fusion 3D nodes (Cube, Image Plane, Camera, etc.). The historical Fusion workflow.
- uMerge
- Combines USD scenes (uLoader, uTransform, uMaterial, etc.). The modern USD workflow. Richer, more complex.
Rule of thumb: native Fusion 3D workflow → Merge 3D. USD-based workflow → uMerge. The two worlds do not mix directly.
Inputs
- SceneInput 1, 2, 3... - multiple USD scenes to combine. They accept uLoader, uTransform and nested uMerge nodes.
Setup
Modular studio compositing:
uLoader (set.usd) ────────────┐
│
uLoader (character.usd) ──────┼── uMerge ── uRenderer ── MediaOut
│
uLoader (props.usd) ──────────┤
│
uLoader (lighting.usd) ───────┘
With positioned transforms:
uLoader (character.usd) → uTransform (position) ──┐
├── uMerge
uLoader (set.usd) ─────────────────────────────────┘
↓
uRenderer
Conflicting layers:
uLoader (asset_v1.usd) ─┐
├── uMerge (Last Wins) ── uRenderer
uLoader (asset_v2.usd) ─┘
(v2 overrides v1 on shared paths)Controls tab
- Composition Mode (default: Last Wins)
- How path conflicts are resolved. Last Wins = the last input overrides. First Wins = the first one wins. Follows USD convention.
- Path Mapping
- Lets you remap USD paths at merge time (e.g. move an asset into another hierarchy).
- Stage Up Axis (default: Y)
- Vertical axis of the resulting coordinate system. It must match the inputs.
Use cases
- Studio compositing - set + characters + props + lighting loaded separately, combined through uMerge.
- Modular updates - update the animation without touching the set, update the lighting without touching the assets. Each module in its own USD.
- Asset library - a library of reusable USD assets, loaded and combined on demand.
- Multi-pass rendering - different passes (beauty, per-object alpha mattes), each with its own USD scene, combined by uMerge.
- A/B versioning - two versions of an asset compared through uMerge in override mode.
Tips
- Composition Mode = pipeline convention - Last Wins = the USD standard, First Wins = a rarer convention. Confirm with the pipeline team.
- Path Mapping for reparenting - move an asset into another hierarchy without modifying the source USD file.
- Check that paths are unique - otherwise you get accidental overrides. Pipeline convention: namespace your assets to avoid conflicts.
- Cascade for clarity - prefer several uMerge nodes in a cascade (2 inputs each) rather than a single one with 8 inputs = easier to read.
- Consistent Up Axis - every input must have the same Up Axis. Use uTransform to fix it if needed before the uMerge.
- Slow performance on large scenes - a uMerge with many prims = slow. Cache the uLoaders upstream.
- For studio pipeline workflows, consider composing a master USD in Houdini / Maya instead, and loading a single uLoader in Fusion.
