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Fusion 3DIntermediate

AmbientOcclusion

Contact-shadow depth pass

Calculates ambient-occlusion shading for a Fusion 3D scene to emphasize contact areas, creases and proximity between objects.

AmbientOcclusion
DaVinci Resolve · Fusion

AmbientOcclusion adds a depth cue where geometry sits close together, helping simple 3D renders feel less flat without adding another directional light.

Overview

What AmbientOcclusion does

AmbientOcclusion adds a depth cue where geometry sits close together, helping simple 3D renders feel less flat without adding another directional light.

Mental model

Think of AO as soft darkness that accumulates in corners and contact zones where ambient light would be partially blocked.

Common uses

Strengthen contact between 3D objects
Add depth to simple product-style scenes
Create an AO utility pass
Improve readability of dense geometry

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

SceneInput

3D scene or object data to be processed or combined.

AmbientOcclusion
Fusion node

Output

3D/AO-processed output for the downstream render pipeline.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Output Mode

Chooses how the ambient-occlusion result is output or combined.

Kernel Type

Selects the sampling kernel used for the AO calculation.

Number of Samples

Controls sampling quality.

Tip: Increase for final quality only after the look is approved.

Kernel Radius

Sets the spatial radius over which occlusion is evaluated.

Tip: Large radii can make the scene look dirty or overly shaded.

Lift

Raises the darkest parts of the AO response.

Gamma

Shapes the contrast of the AO result.

Tint

Colors the occlusion instead of leaving it neutral.

Red

Adjusts the red channel.

Use channel-specific controls when the operation should not affect all components equally.

Green

Adjusts the green channel.

Use channel-specific controls when the operation should not affect all components equally.

Blue

Adjusts the blue channel.

Use channel-specific controls when the operation should not affect all components equally.

Eye

Selects the stereo/render eye.

Chooses the eye or stereo view used for this pass. Available views include Mono, Left, and Right.

Camera

Selects or references the camera used for the calculation.

Practical setup

A reliable workflow

  1. 1

    Frame the scene with the final camera.

  2. 2

    Add AmbientOcclusion to the 3D processing path.

  3. 3

    Start with a moderate Kernel Radius and sample count.

  4. 4

    Tune Lift/Gamma so contact shading is visible but not dirty.

  5. 5

    Increase samples only for the final render if needed.

Typical node chain
3D Scene
AmbientOcclusion
Renderer3D

Examples

Where this node fits in real work

Contact depth

AO makes stacked objects feel grounded against each other.

3D SceneAmbientOcclusionRenderer3D

Stylized AO pass

A stronger AO layer is used as a graphic depth treatment.

3D SceneAmbientOcclusionRenderer3DColorCorrector

Troubleshooting

Common mistakes

Using a huge radius and making every surface look dirty.
Increasing sample count before basic radius/contrast are correct.
Treating AO as a replacement for key lighting.
Judging AO from a different camera than the final render.

Production notes

Practical tips

Use AO to support lighting, not to replace it.
Keep the radius proportional to object scale.
For clean motion graphics, subtle AO is usually enough to separate forms.

Related nodes