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Similar to the 2D and 3D Duplicate nodes, the uDuplicate node can be used to duplicate any USD asset in a scene, applying a successive transformation to each, and creating repeating models and complex arrays of objects. The options in the Jitter tab allow non-uniform transformations, such as random positioning or sizes.
The uDuplicate node has a single input by default where you connect a USD scene. An optional Mesh input appears based on the settings of the node
The orange Scene Input is a required input. The scene or object you connect to this input is duplicated based on the settings in the Control tab of the Inspector.
A green optional mesh input appears when the Region’s tab Region menu is set to mesh. The mesh can be any 3D model, either generated in Fusion or imported.
The output of a uDuplicate node typically connects to a uMerge node, integrating it into a larger scene. The USD scene you want duplicated, in this case a USD scene of a Tokyo shophouse, is connected to the orange input.
The Controls tab includes all the parameters you can use to create, offset, and scale copies of the USD object connected to the scene input on the node.
With this setting enabled, Fusion uses the same USD data for each copy, to increase efficiency. However, in some occasions, when the copies differ too much from each other, it will reduce efficiency instead, so you can disable this setting if that’s the case.
Use this range control to set the number of copies made. Each copy is a copy of the last copy, so if this control is set to [0,3], the parent is copied, then the copy is copied, then the copy of the copy is copied, and so on. This allows some interesting effects when transformations are applied to each copy using the controls below.
Setting the First Copy to a value greater than 0 excludes the original object and shows only the copies.
Use the Time Offset slider to offset any animations that are applied to the source geometry by a set amount per copy. For example, set the value to -1.0 and use a cube set to rotate on the Y-axis as the source. The first copy shows the animation from a frame earlier; the second copy shows animation from a frame before that, etc. This can be used with great effect on textured planes—for example, where successive frames of a clip can be shown.
With this menu, the order in which the transforms are calculated can be set. It defaults to ScaleRotation-Transform (SRT).
Using different orders results in different positions of your final objects.
The X, Y, and Z Offset sliders set the offset position applied to each copy. An X offset of 1 would offset each copy 1 unit along the X-axis from the last copy.
The buttons along the top of this group of rotation controls set the order in which rotations are applied to the geometry. Setting the rotation order to XYZ would apply the rotation on the X-axis first, followed by the Y-axis rotation, then the Z-axis rotation.
The three Rotation sliders set the amount of rotation applied to each copy
The pivot controls determine the position of the pivot point used when rotating each copy.
The options in the Jitter tab allow you to randomize the position, rotation, and size of all the copies
created in the Controls tab.
The Random Seed slider is used to generate a random starting point for the amount of jitter applied to the duplicated objects. Two Duplicate nodes with identical settings but different random seeds produce two completely different results.
Click the Randomize button to auto generate a random seed value.
Adjusting this slider determines the percentage of copies that are affected by the jitter. A value of 1.0 means 100% of the copies are affected, while a value of 0.5 means 50% are affected.
Use the Time Offset slider to offset any animations that are applied to the source geometry by a set amount per copy. For example, set the value to –1.0 and use a cube set to rotate on the Y-axis as the source. The first copy shows the animation from a frame earlier; the second copy shows animation from a frame before that, etc. This can be used with great effect on textured planes—for example, where successive frames of a clip can be shown.
Use these three controls to adjust the amount of variation in the X, Y, and Z translation of the duplicated objects.
Use these three controls to adjust the amount of variation in the X, Y, and Z rotation of the duplicated objects.
Use these three controls to adjust the amount of variation in the rotational pivot center of the duplicated objects. This affects only the additional jitter rotation, not the rotation produced by the Rotation settings in the Controls tab.
Use this control to adjust the amount of variation in the scale of the duplicated objects. Disable the Lock XYZ checkbox to adjust the scale variation independently on all three axes.
The options in the Region tab allow you to define an area in the viewer where the copies can appear or are prevented from appearing. Like most parameters in Fusion, this area can be animated to cause the copied object to pop on and off the screen based on the region’s shape and setting.
The Region section includes two settings for controlling the shape of the region and the affect the region has on the duplicate objects.