Fusion
Egret StudiosExtensionposted 2 months ago
Three step mesh merger that preserves topology unlike anything you have seen before.
description



attributes
- blender
- 3.0 – 5.2 LTS
- license
- GPL
- engines
- Cycles, Eevee
- sales
- none yet
documentation
Introducting Fusion For Blender
Non-Destructive Live Mesh Fusing for Blender 5.0+
Extension By Egret
Fusion lets you merge meshes the way metaballs blend together, but with real geometry. Create smooth, organic transitions between objects while keeping everything fully live and reversible until you're ready to apply the result.
Whether you're building creatures, kitbashing hard-surface assets, or exploring forms, Fusion gives you a fast, flexible workflow without committing to destructive operations.
Requirements
Blender 5.0+ or newer
Compatible with Cycles, Eevee, and Material Preview
Installation
Open Edit → Preferences → Get Extensions
Click the dropdown menu in the top-right corner and select Install from Disk
Choose
fusion-1.0.0.zip
After installation, you'll find the Fusion panel in the 3D Viewport Sidebar (N key).
Quick Start
Position two meshes so they intersect.
Select both objects, making the destination object the active (last selected) object.
Press Ctrl + Shift + M or click Fuse in the Fusion panel.
Fusion creates a single mesh with genuinely merged topology and a smooth metaball-style transition where the objects meet.
The original meshes remain available as live wireframe guides. Move, rotate, or scale them and the fusion updates automatically. Use Unfuse at any time to restore the original objects exactly as they were.
Workflow
Fuse
Select the mesh you want to fuse and the destination surface, then click Fuse.
If the objects do not overlap, Fusion will notify you. Simply reposition one of the guides until an intersection exists.
Live Editing
Original source objects remain in the scene as editable wireframe guides.
While the fusion is live you can:
Move guides
Rotate guides
Scale guides
Continuously reshape the fusion result
The fused mesh itself is intentionally transform-locked during live mode. The source guides act as the control handles.
Additional options:
Live
Disables automatic rebuilding while you position heavy meshes. Rebuild manually when ready.
Show Guides
Hide or reveal the wireframe source objects.
Select Fused Result
Quickly jump back to the generated fusion object.
Unfuse
Removes the fused result and restores the original meshes.
Fusion preserves:
Collections
Shading
Visibility settings
Object data
Your source objects are never modified.
Use Unfuse All from Blender's Operator Search to revert every Fusion setup in the file.
Apply
When you're satisfied with the result, open the Output section.
Apply Fusion
Converts the live fusion into a standard Blender mesh.
Applies modifiers
Unlocks transforms
Centers the origin
Apply for Cycles
Performs a standard apply and automatically adds a Bevel shader setup to improve Cycles indirect lighting around fusion boundaries.
Keep Sources
Stores original meshes inside a hidden Fusion_Backup collection instead of deleting them.
Shape Controls
Fuse Amount
Master control that drives Tension, Spread, and Shading together.
Once an individual parameter is adjusted, the master control becomes inactive until reset.
Tension
Controls how strongly the transition relaxes into clean, evenly flowing topology.
Spread
Determines how far the blend extends from the contact region.
Bulge
The primary metaball control.
1.0 = mathematically accurate smooth union
Higher values increase swelling
Negative values create a pinched transition
Flow
Biases the blend toward one side.
Positive values spread across the destination surface
Negative values hug the fused object
Inflate
Expands or contracts the transition area along surface normals.
Grain
Adds organic noise across the blend region.
Ideal for creature work, sculpting workflows, and natural forms.
Shading
Controls the width of the smooth shading zone.
Profile
Choose the blend shape:
Soft — Organic easing
Even — Linear transition
Crisp — Tight fillet
Bell — Rounded metaball-style swell
Topology Controls
Surface Mode
Preserves the original topology everywhere except the contact area.
Features:
UV preservation
Material preservation
Localized topology modifications
Voxel Mode
Rebuilds the entire result as clean all-quad geometry.
Features:
Organic silhouettes
Uniform topology
Metaball-like results
Voxel Detail controls the remesh resolution.
Note: UVs and material assignments are rebuilt in Voxel mode.
Precision
Controls solver quality.
Draft — Fastest performance
Balanced — Recommended for everyday use
High — Maximum quality
Surface Mode Options
Quad Fill
Converts seam-generated triangles and n-gons into quads.
Weld
Controls cleanup of tiny edges before quad reconstruction.
Carve Interior
Removes hidden interior geometry where meshes overlap.
Disable this option if you need to retain internal shells.
Refine Seam
Adds additional geometry around the contact region before blending.
Cuts
Controls subdivision density.
Even Cuts
Works reliably on any mesh.
Curved
Follows existing surface curvature and works best with reasonable topology density.
Mirror
Enable live mirroring across:
X Axis
Y Axis
Z Axis
Mirroring remains fully live and is automatically applied when the fusion is finalized.
Shortcuts
ShortcutActionCtrl + Shift + MFuse selected meshesCtrl + Shift + BFuse all selected meshes onto the active object
Batch Fusing
Select multiple source objects and one active destination object, then press Ctrl + Shift + B.
Fusion creates a chained result while displaying progress feedback.
Each fusion can still be unfused independently.
Additional Features
FU_MergeGroup
Every fusion generates a vertex group containing blend weights.
Useful for:
Masks
Textures
Geometry effects
Modifier workflows
Scale Guard
Detects unapplied object scale and provides a one-click fix to prevent incorrect blend widths.
Modifier Support
Source modifiers are evaluated automatically during fusion.
Original objects retain their modifier stacks for future unfusing.
Tips
Organic Metaball Style
Bulge: 1.0
Profile: Bell
Larger Spread values
Hard Surface Assembly
Bulge: 0
Profile: Crisp
Small Spread values
Refine Seam enabled
Heavy Sculpt Meshes
Precision: Draft
Live disabled while positioning
Rebuild manually
Switch to High before applying
Perfect Quad Topology
Use Voxel mode for guaranteed all-quad output.
Important Notes
Material Blending
Fusion merges geometry only.
Material assignments are preserved in Surface mode, but Fusion does not blend textures or generate material transition zones.
Game Assets
Applied meshes are optimized for modeling workflows rather than game-ready topology. Additional retopology may be required for real-time applications.
Glass & Refraction
Highly refractive materials at fusion boundaries are not officially supported in version 1.0.
Batch Chains
Long fusion chains rebuild live one level deep. Earlier links may require manual rebuilding of later links after major changes.
Troubleshooting
Objects Do Not Intersect
Ensure the meshes overlap. Fusion requires actual intersection geometry.
Thin Triangles Along the Seam
Try one of the following:
Increase Weld
Enable Refine Seam
Switch to Voxel Mode
Slow Viewport Performance
Disable Live updates
Use manual rebuilds
Switch Precision to Draft
Fused Object Cannot Be Moved
This is expected behavior while Fusion remains live.
Move the wireframe guides instead, or use Apply Fusion to convert the result into a standard mesh.
Support
Found a bug or have a feature request?
Please contact us through the Superhive product page and include:
Blender version
Steps to reproduce the issue
Error messages from Window → Toggle System Console (if available)
We actively maintain Fusion and typically address reported issues quickly.
Fusion 1.0.0
© 2025–2026 Egret Studios LLC
GPL-3.0-or-later
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posting details
- listing id
- 04nbqg2e47
- posted
- 2026-06-21 19:17
- updated
- 2026-06-21 19:39