BlenderHuntIndie Marketplace
Browse AssetsBlogBecome a Seller
BlenderHunt

The #1 indie marketplace for Blender artists and creators. Human-made, hand-reviewed.

A product of Egret Studios, LLC

Navigate

MarketplaceBlogBecome a SellerMy Library

Sectors

AnimationRenderingGeo NodesMaterialsTextures

Legal

Terms of UsePrivacy PolicyRefund PolicySeller AgreementLegal

© 2026 BlenderHunt. All rights reserved.

Back to Fusion

Documentation

Fusion

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

  1. Open Edit → Preferences → Get Extensions

  2. Click the dropdown menu in the top-right corner and select Install from Disk

  3. Choose fusion-1.0.0.zip

After installation, you'll find the Fusion panel in the 3D Viewport Sidebar (N key).


Quick Start

  1. Position two meshes so they intersect.

  2. Select both objects, making the destination object the active (last selected) object.

  3. 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