VIDEOMONTAZHERDAVINCI RESOLVE · VIDEO · AI

FUSION · NODE REFERENCE

Shadow

2D alpha shadow with an optional depth map

Shadow builds a 2D shadow from image alpha, controls placement and softness, and optionally uses a separate depth map.

EffectsIntermediate

Shadow

Overview

What Shadow does

Start with the main image alpha. Shadow does not automatically isolate an object visible in RGB: a title or cutout provides its shape, while a fully opaque frame provides a rectangle. The depth map does not replace this source alpha.

Offset sets shadow placement, Softness sets softness and Shadow Color sets tint and density. Tune them over the actual plate. Inspect transparency and boundaries separately at the final resolution.

Light Distance=1.0 represents an infinitely distant light. Light Position is considered only at a finite distance. This separates simple displacement from the additional 2D lighting model.

Green Depth receives a separate image. Z Map Channel selects that image’s channel, and Minimum Depth Map Light Distance controls the map’s influence on light distance. An opaque grayscale gradient is useful for comparing variable luma with constant alpha.

Image with Shadow suits a single Merge above the plate. Shadow Only separates shadow and source: plate plus shadow first, then the object. All these outputs are images. Full 3D shadow casting belongs in a 3D scene with lights rather than this operation.

When to use it

  • Add a readable shadow beneath a title or logo.

  • Separate shadow processing from the source layer.

  • Match offset, softness and density to the plate.

  • Test a finite light distance and Light Position.

  • Use a grayscale map on the separate Depth input.