Overview
Fog applies a progressive blend between the image and a fog color based on the Z-depth value of each pixel. Near Distance = no fog, Far Distance = maximum fog. Power controls how non-linear the transition is.
A 2D approach, so faster than Volume Fog (which requires World Position and 3D computation), but also less precise for localized effects. Ideal for ambient landscape / panoramic fog.
Where to find this node
- Effects Library:
Tools > Deep Pixel > Fog - Quick add: right-click in the Node Editor →
Add Tool > Deep Pixel > Fog
Fog vs Volume Fog
- Fog (Deep Pixel)
- Based on scalar Z-depth only. Purely radial falloff from the camera. Simple and fast. For general ambient fog.
- Volume Fog (Position)
- Based on 3D World Position. Fog placed in a 3D box (Center + Size). For fog localized in the scene (valley, corridor, urban smog).
Rule: general distance-based atmospheric fog → Fog. Fog in a precise 3D area → Volume Fog.
Inputs
- Image (orange) - beauty image.
- Z (green) - Z-depth channel.
- Effect Mask (blue) - optional.
Setup
3D landscape atmosphere:
EXR (Beauty + Z) → Fog (Color = bluish,
Near = 10m, Far = 200m,
Power = 1.0)
→ MediaOut
Post-render urban smog fog:
3D city render → Fog (Color = yellowish,
Near = 50m, Far = 500m,
Power = 0.7)
→ MediaOut
Subtle fog for depth perception:
EXR → Fog (Color = slightly bluish,
Near = subject distance, Far = horizon,
Power = 1.5 - subtle)
→ MediaOut
Combined with Color Corrector:
EXR → Fog → Color Corrector (saturation -)
→ stronger hazy mood
→ MediaOutControls tab
- Fog Color (default: white)
- Color of the fog. Bluish for a humid atmosphere, yellowish for dust / sunset, gray for generic fog.
- Near Distance (default: 0)
- Z distance at which the fog starts. Pixels with Z < Near = no fog (original image).
- Far Distance (default: 1)
- Z distance at which the fog reaches its maximum intensity. Pixels with Z ≥ Far = 100% fog color.
- Power (default: 1.0)
- Transition curve between Near and Far. 1 = linear, >1 = transition concentrated near Far (later fog), <1 = fast transition near Near (earlier fog).
- Density (default: 1.0)
- Global multiplier of the fog intensity. Lets you tune the maximum opacity without changing Near / Far.
- Z Channel (default: Z)
- Source channel of the Z-depth.
Use cases
- Landscape atmosphere / wide shot - adding aerial perspective to a view of mountains, a city or a landscape = more visual depth.
- Urban smog / pollution - dense yellowish fog over a 3D-rendered city = a polluted mood.
- Ambient mist - exterior scene → gray-white fog = a misty morning, a humid climate.
- Simple underwater effect - dense blue-green fog over the whole frame = a water simulation (without the complexity of real 3D fluids).
- Visual depth for 2D - a 2D layer without native Z, with an estimated Z (AI, manual) → Fog gives a convincing sense of depth.
- Unifying mismatched shots - different shots rendered separately → a uniform Fog = visual consistency.
- Savings vs native 3D rendering - 3D can generate fog but at a high render cost. Skip it in 3D + Fog in compositing = the same look, much faster.
Tips
- Near = subject, Far = horizon - a good starting point: Near distance = where the main subject is, Far = the distant background. The subject stays sharp, the background fades away.
- Power 0.5-1.0 = natural, Power 2+ = late transition (sudden fog in the distance), Power 0.3 = almost immediate fog.
- Match the color to the lighting - fog tinted with the dominant color of the scene lighting. Avoids the "pasted on in post" look.
- Modest Density - start at 0.3-0.5 and raise it gradually. Too dense = mush.
- A clean Z is essential - the edges of the Z (typically antialiased against the background) can create stray halos. Clean up the Z or mask it.
- Animate Density - for a "fog lifting" or "storm rolling in" effect, animate Density over time.
- Can be combined with Volume Fog - general landscape Fog + localized Volume Fog for specific areas = a multi-layer atmosphere.
- For truly volumetric fog effects (god rays, light shafts), prefer a native 3D render - Fog here only does uniform depth-based fog.
