FUSION · NODE REFERENCE
DropShadow
Resolve FX Stylize · alpha-derived 2D shadow
Creates a colored alpha-derived 2D drop shadow with adjustable strength, angle, offset distance and softness; distinct from Fusion Shadow [SH].
DropShadow
Overview
What DropShadow does
DropShadow is a compact Resolve FX Stylize effect that builds a 2D shadow from the upstream alpha silhouette. Its image Input accepts an already isolated RGBA graphic and Output carries the processed picture. Text+, transparent PNGs and preassembled graphic groups make suitable sources.
DropShadow is not Fusion Shadow [SH]. Shadow [SH] provides an optional Depth input and controls such as Shadow Offset, Light Position, Softness and Z Map Channel. None of those appear in the genuine DropShadow Controls capture, so they should never be presented as this effect’s Inspector.
The original screenshot shows Shadow Strength 0.5, Drop Angle 37.5°, Drop Distance 0.050000, Blur 0.550000 and black Color with Red/Green/Blue at 0. These are captured interface values, not universal presets or live-render validation.
Alpha drives the shape. Sending an opaque full-frame shot to DropShadow yields the full-frame silhouette, not a subject-specific cast shadow. Build a matte, key or transparent source before this effect if you want a shadow from the subject.
Shadow Strength controls apparent density, Angle sets directional orientation, Distance determines separation, and Blur determines edge softness. Treat these as separate decisions: extra Blur cannot automatically fix incorrect geometry.
Color selects the shadow tint, not the upstream picture color. The expanded Red, Green and Blue rows belong to the one Color swatch; they are not per-channel enable switches or source color correction.
The clean title chain is Text+ → DropShadow → Merge.Foreground; the live-action plate goes into Merge.Background. Applying the shadow only after flattening with an opaque plate loses the useful silhouette and creates a shadow based on the combined frame alpha.
For one cohesive shadow under a UI card, assemble a masked, transparent card and its type into a single RGBA group first. Put DropShadow after that group and Merge the result over your plate.
The optional blue Effect Mask restricts where the processed result is applied. A hard or misplaced mask may visibly clip a soft offset shadow, so feather the region and inspect the moving edge before committing.
This is a screen-space 2D effect, not a physically accurate depth-aware surface shadow. Use Fusion Shadow [SH] for its depth-map capabilities or a real lit 3D scene for volumetric shadow casting.
The user screenshot proves the Controls fields, but the Settings tab is closed. The target-build availability of generic Fusion settings cannot be inferred from that picture and must be checked separately.
Diamond keyframe buttons appear beside the visible Controls. Keyframing Shadow Strength can produce a gentle reveal; keyframing Distance can imply lift. Intermediate frames and final interpolation still need a real Resolve preview.
Inspect source and output alpha, edge coverage/DoD and shadow weight on both light and dark plate areas. Large blurs may expose a too-small source region or unwanted clipped halo at its outer boundary.
The four examples below are structurally validated, typed teaching diagrams. They are not native .comp exports and do not demonstrate actual premultiplication quality, GPU output or Resolve rendering.
When to use it
Readable Text+ over detailed footage
Subtle shadow under a transparent logo
Consistent shadow around a UI card and its text
Hard colored poster-style title shadow
Shadow around a correctly keyed subject
Localized result with a soft Effect Mask
Animated title reveal using Shadow Strength
Uniform lower-third package shadow direction
DropShadow in context
Screenshots referenced by this article. Open an image to inspect it at full size.
Example for DropShadow.
Original image