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Fog Node

By Kriss Norde

Fog adds atmospheric fog based on Z depth. The further away a pixel is (high Z), the more it is blended with a fog color. It creates the illusion of "aerial perspective" (atmosphere that softens distances). Simpler than Volume Fog: no Position channel needed, just a Z map.

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
    → MediaOut

Controls 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.