Overview
Grid Warp is the most flexible warping tool in Fusion. Each point of the destination grid can be moved individually, and the image warps to follow it. With a frozen Source Grid and an animated Destination Grid = smooth, precise morphing.
Various manipulation modes: individual selection, region (affects several points with a falloff), magnetic (adjustable circular influence), Edit Line (draw a spline over an organic shape).
Where to find this node
- Effects Library:
Tools > Warp > Grid Warp - Quick add: right-click in the Node Editor →
Add Tool > Warp > Grid Warp
Grid Warp vs Displace
- Displace
- Procedural, map-based deformation. Uniform, pattern-driven. Perfect for heat haze, water, glass.
- Grid Warp
- Manual deformation with control points. Precise, animatable point by point. Perfect for localized morphing and specific reshaping.
Rule: procedural distortion → Displace. Precise reshaping / morphing / localized warping → Grid Warp.
Inputs
- Primary Input (orange) - the 2D image to warp.
- Effect Mask (blue) - optional. Limits the warp to an area.
Setup
Face morphing / reshape:
MediaIn → Grid Warp (move the points around the face)
→ MediaOut
Correcting an organic surface:
MediaIn → Grid Warp (Edit Line mode on the shape)
→ move the points → MediaOut
Chain of localized warps:
MediaIn → Grid Warp (area A) → Grid Warp (area B) → MediaOutControls tab
- X / Y Grid Size
- Number of horizontal and vertical subdivisions. Higher = more control points, a more precise (but heavier) warp.
- Subdivision Level
- Smoothing quality between the points. Higher = smoother curves between the points (no hard angles).
- Center / Angle / Size
- Transforms the grid as a whole (before the point-by-point warp). Used to position the grid over the area to warp.
- Source Grid
- The original grid (usually left regular). Defines the reference shape the image has to follow.
- Destination Grid
- The target grid - the one you manipulate. The image warps so that the Source ends up at the position of the Destination.
- Copy Src
- Copies the current shape of the Source into the Destination. Useful to start an animation with the same shape and then warp it.
- Magnet Distance / Strength
- For Magnetic mode: the radius of influence around the moved point and the strength of the effect on neighboring points.
Manipulation modes
- Selected
- Point-by-point selection. Only the clicked point moves. Ultra-precise control.
- Region
- Selects a rectangular region of points. All the points in the region move together. Ideal to warp a large area evenly.
- Magnetic
- The moved point pulls the neighboring points with a falloff (Magnet Distance + Strength). Gives smooth, organic deformations.
- Edit Line
- Draw a spline over an organic shape (face, arm, etc.) = a matching grid is generated automatically. More precise than the standard rectangular grid for shape-aware warping.
Typical workflow
- Set the Grid Size BEFORE moving any points. Changing the size afterward resets your changes!
- Source Grid = reference. Leave it in its default position or place it on the original shape (Edit Line).
- Select the Destination Grid to manipulate it.
- Choose a mode (Selected/Region/Magnetic/Edit Line) depending on the precision you need.
- Move the points of the Destination to shape the warp you want.
- To animate it, right-click the mesh animation label →
Animate= the Destination Grid becomes keyframable.
Use cases
- Face morphing / reshape - enlarge the eyes, slim the chin, lift the eyelids without surgery.
- Correcting organic distortion - fix an arm that looks too long or a badly positioned hand.
- Morphing between two shapes - a gradual animation from one shape to another (logo A turning into logo B, an aging face).
- Artistic liquid / flag distortion - warp an image as if it were liquid or on fabric blowing in the wind.
- Fixing imperfect tracks - after a Planar Tracker that does not handle a curved surface well (balloon, fabric), Grid Warp finishes the job by hand.
- Adjusting proportions - lengthen or shrink a building or a vehicle locally without affecting the whole shot.
- Illustration animation (tweening) - animate a drawing between two key poses with a keyframed Grid Warp.
Tips
- Grid Size FIRST - always set it before moving points. Changing it afterward = your changes are reset.
- Auto Smooth Points for natural curves - avoids hard edges between points.
- Magnetic mode for organic work - adjusting Magnet Distance and Strength gives soft deformations without having to move every point individually.
- Edit Line for complex shapes - trace the silhouette of a face or an arm = a grid that fits precisely.
- Chain several Grid Warps for localized deformations in several places - one per area rather than one huge global warp.
- Copy Src to start an animation - Destination identical to Source on frame 1, then animate it diverging.
- Moderate Subdivision Level - a Level that is too high = slow rendering without a real visual difference. 2-3 is enough in most cases.
- For morphing between two distinct images (not just warping one), combine Grid Warp + Dissolve with synchronized animation.
