Overview
Shadow analyzes the alpha channel of its input, duplicates the silhouette, offsets/softens/colors it according to the settings, and merges it under the original image. Perfect for text, logos, UI and cut-out objects.
Two key modes: classic drop shadow (uniform offset) and perspective shadow (a shadow that widens with distance, like a real light source). The depth map option lets the shadow deform according to the relief of a background.
Where to find this node
- Effects Library:
Tools > Effect > Shadow - Quick add: right-click in the Node Editor →
Add Tool > Effect > Shadow
Inputs
- Input (orange) - a 2D image with an alpha channel (the source of the shadow).
- Depth (green) - optional. A depth map of the background the shadow falls on. Deforms the shadow according to the relief (a shadow climbing a wall, for example).
- Effect Mask (blue) - optional. Limits the shadow to an area.
Setup
Classic drop shadow:
Text+ → Shadow (Offset 5/-5, Softness 3) → Merge 2D FG
Background → Merge 2D BG
Shadow with a depth map:
Text+ → Shadow ← Depth (background map)
↓
Merge 2D over the background
Shadow-only output (to process the shadow separately):
Logo → Shadow (Output = Shadow Only) → Color Corrector → Merge 2DControls tab
- Shadow Offset (X / Y)
- Position of the shadow relative to the object. A crosshair in the viewer to move it directly. A negative Y = a shadow going down (the classic shadow cast by a light from above).
- Softness
- Blur applied to the shadow. Low = a sharp shadow (a close point light), high = a blurry shadow (diffuse/ambient light).
- Shadow Color
- Color of the shadow. Avoid pure black in general - real shadows are colored (slightly tinted by the ambient light). Dark blue or blue-violet = a natural outdoor shadow.
- Light Position
- The virtual position of the light that creates the shadow. Determines the direction and angle of the cast shadow.
- Light Distance
- Distance between the light and the object. From 0 (very close) to infinity. See the dedicated section.
- Minimum Depth Map Light Distance
- Minimum distance used when a depth map is connected. Avoids artifacts in very close areas.
- Z Map Channel
- Which channel of the Depth input to use: RGB, Luminance, or Z-buffer (standard for 3D renders).
- Output
- Shadow Applied (default) = the image with the shadow merged in. Shadow Only = only the shadow on alpha, useful to process the shadow separately before compositing.
Light Distance: realistic perspective
The Light Distance parameter radically changes the nature of the shadow:
- Infinite
- A parallel shadow, exactly the size of the object (like sunlight). A uniform drop shadow.
- Medium
- A shadow slightly larger than the object that stretches with distance. An indoor lamp look.
- Close (0)
- A huge shadow, distorted like a conical projection. The effect of a candle close to the object, or a spotlight.
Tip: a low Light Distance + a high Softness = a cinema spotlight shadow, very theatrical.
Using a depth map
Connecting a depth map of the background to the Depth input lets the shadow deform according to the relief of the background. Use cases:
- The shadow of an object falling on a sloped surface (stairs, ramp).
- A shadow climbing up a wall behind a subject.
- A shadow following the curve of fabric or a landscape.
The depth map must represent the distance of the background (near = white, far = black, or the reverse depending on the convention). Z Map Channel = Z-buffer if the depth comes from a 3D renderer.
Use cases
- Classic text shadow - Text+ → Shadow (Offset 5/-5, Softness 2, bluish gray Color) → Merge 2D. A clean broadcast look.
- Logo drop shadow for integration - a cut-out logo on a photo → a subtle Shadow (high Softness, Opacity 0.5) = a logo that seems to rest on the surface.
- UI elements (cards, buttons) - in an animated interface, a soft Shadow for material depth (material design).
- Shadow for a 3D character rendered without one - a character rendered with alpha + depth, Shadow with a depth map of the floor = a realistic integrated shadow without re-rendering the 3D.
- Theatrical / spotlight shadow - a low Light Distance + a high Softness = a shadow that grows dramatically, for stylized cinema.
- Shadow-only for customization - Output Shadow Only → Color Correct → bring it back in with a Merge. For radically colored shadows (e.g. a red shadow for a horror scene).
Tips
- Never pure black - pure black does not look like a realistic shadow. Use a dark blue-gray (R 0.05, G 0.05, B 0.1) for a subtle result.
- Proportional Softness - the larger the offset, the larger the Softness should be too. Offset 20 + Softness 2 = a shadow that is too hard. Offset 20 + Softness 10 = natural.
- Double shadow for ambient occlusion - a first, very soft and close Shadow (contact shadow), then a second Shadow further away and blurrier (drop shadow). A richer result than a single shadow.
- Infinite Light Distance for broadcast text - perfect uniformity along the whole length of the text. A low Light Distance is only for stylized effects.
- Opacity on the Shadow Color - lower the alpha of the shadow color (in the color picker) rather than the overall Blend. It gives better control.
- For a pro drop shadow workflow in motion graphics, prefer the 8 elements of Text+: add an Element in Text Fill mode with an Offset, Opacity and Softness - faster and built in.
