Filter node
Fog
Atmosphere from a depth image: the farther a pixel sits on the depth ramp, the more of the fog Color it breathes in, fading in between Start and End. Cable the 3D Scene's Depth pass in, pick a color, and the scene has weather — animate Density and it rolls in. Any grayscale image can stand in for depth, which makes Fog a general distance-tinting tool.
Inputs
| Port | Type | Default |
|---|---|---|
| EnableOff passes nothing: the texture is cleared. | bool | true |
| ImageThe picture to weather. | image | — |
| DepthThe depth image that says how far each pixel is — the 3D Scene's Depth pass, or any grayscale. | image | — |
| WidthWidth of the output picture in Grafit units (default 2, the full height of the view). Cable the source's Width to keep its size. | float | 2 |
| HeightHeight of the output picture in Grafit units (default 2). | float | 2 |
| ColorWhat the distance breathes in — grey-blue for haze, black for darkness, a colour for mood. | color | (0.65, 0.7, 0.78, 1) |
| DensityHow thick the fog gets at its fullest. Animate it and the weather rolls in. | float | 0.7 |
| StartWhere on the depth ramp the fog begins. | float | 0.2 |
| EndWhere it reaches full Density. | float | 0.9 |
Outputs
| Port | Type |
|---|---|
| ImageThe picture to weather. | image |
| WidthWidth of the output picture in Grafit units (default 2, the full height of the view). Cable the source's Width to keep its size. | float |
| HeightHeight of the output picture in Grafit units (default 2). | float |
How It Works
Fog gives a picture atmosphere from a depth image. The farther a pixel sits on the depth ramp, the more of the fog Color it breathes in, fading in between Start and End with an overall Density.
Cable a 3D Scene's Depth pass in, pick a colour, and the scene has weather. Animate Density and the weather rolls in. And because any grayscale image can stand in for depth, Fog doubles as a general distance-tinting tool: a gradient, a mask, a luminance pass all work.
Use Cases
- Aerial perspective — Distant geometry fades toward the sky colour, which is what makes a rendered landscape read as deep.
- Rolling weather — A Timeline curve on Density brings fog in and out over a performance.
- Separate the subject — Fog the background so the foreground reads clearly without moving anything.
- Colour grading by distance — A warm fog on the far plane and the picture gains depth without any blur.
- Live camera atmosphere — Depth Estimation into Depth and a webcam feed gains distance-graded haze.
Tips
- Start and End define where on the ramp the fog begins and saturates — tune them before reaching for Density.
- Pick the fog colour from the background or sky; a fog colour that does not exist elsewhere in the frame reads as a filter, not as air.
- Fog before Depth of Field: air is between the lens and the subject, so it should be blurred along with everything else.
- A Depth Adjust in front gives you precise control over which distances get any fog at all.
- For coloured light shafts rather than uniform haze, use the 3D Scene's lights and a particle cloud instead.
Open Fog in the interactive catalog →
Fog is one of 381 nodes in Grafit Pro.
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