Output Mode
Chooses how the ambient-occlusion result is output or combined.
Contact-shadow depth pass
Calculates ambient-occlusion shading for a Fusion 3D scene to emphasize contact areas, creases and proximity between objects.
AmbientOcclusion adds a depth cue where geometry sits close together, helping simple 3D renders feel less flat without adding another directional light.
Overview
AmbientOcclusion adds a depth cue where geometry sits close together, helping simple 3D renders feel less flat without adding another directional light.
Think of AO as soft darkness that accumulates in corners and contact zones where ambient light would be partially blocked.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
3D scene or object data to be processed or combined.
3D/AO-processed output for the downstream render pipeline.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses how the ambient-occlusion result is output or combined.
Selects the sampling kernel used for the AO calculation.
Controls sampling quality.
Sets the spatial radius over which occlusion is evaluated.
Raises the darkest parts of the AO response.
Shapes the contrast of the AO result.
Colors the occlusion instead of leaving it neutral.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Selects the stereo/render eye.
Chooses the eye or stereo view used for this pass. Available views include Mono, Left, and Right.
Selects or references the camera used for the calculation.
Practical setup
Frame the scene with the final camera.
Add AmbientOcclusion to the 3D processing path.
Start with a moderate Kernel Radius and sample count.
Tune Lift/Gamma so contact shading is visible but not dirty.
Increase samples only for the final render if needed.
Examples
AO makes stacked objects feel grounded against each other.
A stronger AO layer is used as a graphic depth treatment.
Troubleshooting
Production notes
Related nodes