Overview
Ambient Occlusion uses the Z-Depth and Normals channels of a 3D render to compute, for each pixel, the amount of ambient light it receives (vs occluded by the surrounding geometry). Result: soft shading in corners, under objects and in creases.
Essential to integrate a 3D render that had no native AO, or to add / strengthen contact shadows in post without launching an expensive re-render.
Where to find this node
- Effects Library:
Tools > Deep Pixel > Ambient Occlusion - Quick add: right-click in the Node Editor →
Add Tool > Deep Pixel > Ambient Occlusion
What AO is
- Principle
- For each pixel, rays are cast from its surface (along the normals) into a hemisphere. The number of rays occluded by nearby geometry is counted → occlusion coefficient.
- Corners / creases
- The rays are occluded → darkening = a natural "contact shadow" under objects, in corners, under furniture, etc.
- Open areas
- Unobstructed rays → full ambient light = no darkening.
- Approximation
- Not true ray-traced GI (which accounts for multiple bounces and light sources). But enough for most cases, and much faster.
Inputs
- Input (orange) - 2D RGBA image + Z-Depth + Normals (from a multilayer EXR).
- Camera (green) - the Camera 3D or 3D scene that rendered the source image.
- Effect Mask (blue) - optional. Limits the AO to specific areas.
Setup
AO on a 3D render:
EXR (RGBA + Z + Normals) → Ambient Occlusion (Camera connected)
→ MediaOut
With Output Mode = AO only:
EXR → Ambient Occlusion (Output Mode = AO)
→ produces a grayscale AO only
→ can be used as a mask for custom grading
→ MediaOut
Multi-pass workflow:
EXR Beauty ─┐
│
EXR (Z+N) ──┼── Ambient Occlusion (AO mode)
│ ↓
└── Multiply with Beauty
↓
MediaOut
Combined with Diffuse / Specular:
AO + Diffuse + Specular passes → custom equations
= lighting rebuilt in compositingControls tab
- Output Mode (default: Color)
- Color: combines the image with the AO applied. AO: grayscale output only (can be used as a mask).
- Kernel Type (default: Hemisphere)
- Hemisphere: realistic, recommended. Samples the hemisphere oriented by the normal. Sphere: stylistic (samples all around).
- Number of Samples
- Increase until the artifacts disappear. More samples = higher quality but slower renders. Typical: 16-64 depending on the scene.
- Kernel Radius
- 3D size of the kernel filter. Crucial: too small misses the occluders, too large lowers the quality. It must be tuned for each scene.
- Lift / Gamma / Tint
- Artistic controls to adjust the AO. Lift = raises the blacks, Gamma = midtones, Tint = hue (useful for warm / cool AO).
Use cases
- 3D render without native AO - a fast 3D renderer without GI: Ambient Occlusion in post to add the contact shadow back.
- Strengthening existing AO - a render with weak AO: add a Fusion AO pass on top for more visual depth.
- Lighting reconstruction in compositing - combine AO + Diffuse + Specular passes to rebuild the lighting in post with full control.
- Fast iteration - change the AO intensity without re-rendering the 3D.
- Mask for grading - Output Mode = AO = a grayscale mask you can use to selectively grade the occluded areas.
- ArchViz enhancement - architectural renders with post AO = much more visual depth.
Tips
- Z + Normals are required - without these channels, the node does nothing useful. Enable their AOV export in 3D.
- The camera must match the render - the connected camera must be the one used for the render. Otherwise the AO is computed incorrectly.
- Scene-specific Kernel Radius - there is no universal value. Adapt it to the scale of the scene (m / cm / units). "Rarely right out of the box".
- Samples 16-32 = sweet spot - start at 16, raise it to 32-64 if artifacts are visible. Beyond that = a waste of time.
- Hemisphere for realism - Sphere only for a stylistic effect. Hemisphere = the standard.
- Output Mode AO + multiply - for finer control:
AO output → Channel Booleans (Multiply) with Beauty= AO you can apply separately. - Tint for matching - slightly tinted AO (e.g. bluish for cool scenes, yellowish for warm scenes) = more organic integration.
- For very complex renders (dense geometry), prefer a native 3D AO at render time - Fusion's AO is an approximation, not a replacement.
