RESOLVE FX · DEPTH BEFORE HAZE
AI Cinematic Haze.
Depth-aware atmosphere.
Not a flat fog overlay.
Build scene geometry first, then aerial scattering, source-driven halos and rays, moving air and the final mix. The goal is not “more haze” but atmosphere that belongs to the shot.
Depth Map
Scattering
Halos + Rays
Try “Bad depth” in the lab. If the geometry is wrong, increasing Density makes the failure more obvious — exactly the upstream/downstream distinction to remember in Resolve.
Teaching approximation, not Blackmagic AI/OFX: the synthetic depth map, scattering, halo and ray math are intentionally simplified. Slider values do not claim Resolve parameter ranges. Use the lab to understand stage order, then judge the real effect in Resolve on moving footage.
Native UI evidence + a clearly labeled teaching model.
8 captures · 5 stages01THE DEPTH-AWARE MODEL
The effect is a pipeline, not one haze slider.
Blackmagic introduced AI Cinematic Haze in Resolve Studio 20.2 as an AI-depth-driven atmospheric effect. The durable mental model is depth → scattering → light → motion → mix.
Depth
The effect first builds or receives a depth map. That map establishes near/far structure and becomes the spatial scaffold for the atmosphere.
Atmosphere
Scattering is distributed by depth rather than uniformly across the frame. Believable haze therefore starts with correct near/far mapping, not high Density.
Light + motion
Halos and Rays use bright-source thresholds, while Disturbance adds motion after depth-aware scattering. Final Blend only regulates the amount of the completed result.
Release/source references: Blackmagic Design · Support / Resolve 20.2 and 21 ↗ · Blackmagic Design · DaVinci Resolve Color ↗
02THE ACTUAL CONTROLS
Read the Inspector in stage order.
Eight native captures document the current control groups and menus. Numeric values are evidence of one Resolve state, not recommendations or declared ranges.
01 · INPUT + DEPTH
Give the effect the correct scene geometry first.
- Input Color Space
Defines the gamut in which AI Cinematic Haze interprets the input. Use timeline is the normal starting point in a color-managed project; manual override is for deliberate departures from timeline interpretation.
CheckDo not use it as a look control: a wrong gamut shifts thresholds and depth cues.
- Input Gamma
Defines the input transfer function before depth and light analysis. This is a technical stage and should be verified together with Input Color Space.
CheckIf haze behaves strangely around highlights, rule out gamma misinterpretation first.
- Depth Map Source · Internal / From Alpha Input
Internal uses built-in AI depth estimation; From Alpha Input accepts a prepared map through alpha input. Choose the source before level or atmosphere controls.
CheckExternal alpha should be a depth-like map, not an arbitrary object matte.
- Quality · Faster / Better
Switches the balance between interactivity and depth-estimation quality. Faster helps during setup; Better is for difficult silhouettes and final checks.
CheckBefore final render, return to Better and inspect motion, hair, glass and fine boundaries.
02 · DEPTH MAP
Normalize near/far before styling the atmosphere.
- Depth Map Preview
Shows the depth map separately from the final image, making it the primary diagnostic view for Internal/Alpha source, inversion and map levels.
CheckLook for temporal pumping, wrong boundaries and regions that jump between near and far.
- Invert
Reverses the map direction when near and far are interpreted backwards. This corrects orientation, not haze intensity.
CheckIf the foreground receives maximum haze while the background stays clear, check Invert before Density.
- Adjust Map Levels · Far Limit · Near Limit · Gamma
Remaps the useful depth range: Near Limit protects the foreground, Far Limit defines the distant maximum-effect region, and Gamma redistributes the middle of the map.
CheckAggressive remapping creates cardboard-like planes and abrupt haze transitions.
- Advanced Depth Controls
Opens deeper depth refinement when source, invert and level controls are not enough. Establish a coherent base map before advanced refinement.
CheckDo not use advanced controls to compensate for wrong input interpretation or a poor external alpha.
03 · ATMOSPHERE
Build aerial perspective before decorative light.
- Atmospheric Scattering · Airlight · Density · Resolution Loss
Atmospheric Scattering is the base depth-aware layer. Airlight adds scattered illumination, Density controls medium amount, and Resolution Loss reduces local detail with depth.
CheckIf the shot becomes milky, reduce Density and then Airlight; do not solve it only with Global Blend.
- Colorize · Color
Colorize enables artistic tinting of the scattering and Color sets the tint. Color only makes sense after believable depth separation.
CheckStrong tint quickly turns atmosphere into an overlay; inspect neutral objects and skin.
04 · HALOS + RAYS
Threshold first, light shaping second.
- Light Halos · Halo Threshold · Size · Brightness · Saturation
Halo Threshold defines bright emitters; Size sets spread, Brightness sets energy and Saturation controls color intensity. The halo should remain attached to a believable light source.
CheckIf halos appear on white walls or skin, raise the threshold before changing Size.
- Light Rays · Preview Threshold · Source Threshold · Ray Directions · Angle · Length · Soften
Preview Threshold diagnoses the source mask. Source Threshold chooses emitters; Ray Directions and Angle define direction, Length controls reach and Soften controls diffusion.
CheckIf the source is wrong, do not hide the mistake with shorter Length or heavier Soften.
05 · MOTION + MIX
Animate only an atmosphere that already works.
- Air Disturbance · Preview Influence
Air Disturbance adds moving irregularity on top of an established depth-aware atmosphere. Preview Influence reveals the affected region before judging the final composite.
CheckMake the static frame work first. Otherwise turbulence only animates an existing mistake.
- Global Blend
Mixes the fully computed AI Cinematic Haze result with the source and should be the final artistic control. It does not repair depth, scattering, halos or rays; it only changes the amount of the finished effect.
CheckIf Blend must be reduced heavily, recheck upstream Density, thresholds and depth remapping.
03THE FAILURE GATE
If depth is wrong, stop there.
A sophisticated atmosphere built on a bad map is still a bad composite. Treat Depth Map Preview as a gate before Density, halos, rays or disturbance.
Source
Internal ↔ Alpha InputUse Internal when the AI estimate is stable; use From Alpha Input when a prepared depth pass is more trustworthy.
Do not confuse an object matte with a depth map.
Orientation
Preview → InvertForeground and background must read in the intended direction before remapping.
If foreground gets maximum haze, inspect Invert before Density.
Range
Near · Far · GammaCompress or expand the useful depth interval without turning the image into hard cardboard planes.
Watch hair, glass, occlusion edges and motion.
Quality
Faster → BetterWork fast when needed, but final temporal QC belongs on Better.
Review several seconds, not one still frame.
The hero lab uses a synthetic depth field so the causal order is visible. It does not reproduce Blackmagic AI depth estimation, parameter ranges or OFX internals.
04FROM SHOT TO RESULT
Repair the stage that caused the failure.
The graph separates building from troubleshooting. This prevents using downstream beauty controls to hide upstream technical problems.
Confirm color interpretation
Use timeline unless the shot deliberately needs another Input Color Space/Gamma. A technical input mismatch contaminates every later threshold and depth decision.
Teaching signal flow, not a literal internal AI graph. The durable rule is input/depth first, atmosphere second, light third, motion and Global Blend last.
Related Color workflows: node pipeline ↗ · Power Windows / Tracker ↗
05BUILD IT IN RESOLVE
Four exercises with acceptance checks.
Use your own footage and inspect short motion segments. The exercises teach diagnosis, not preset values.
Exterior aerial perspective
Add distance separation without washing out the foreground.
PrepareA shot with readable foreground, midground and background.
- Enable Depth Map Preview and verify near/far.
- Protect the foreground with Near Limit, then add moderate Density.
- Add Airlight and Resolution Loss only after separation is correct.
Accept whenThe distance is softer/brighter while the foreground remains free of a gray veil.
Backlit interior
Support a window or lamp with subtle halo and rays without lighting every white surface.
PrepareAn interior with one dominant bright source.
- Tune depth and scattering separately.
- Raise Halo/Source Threshold until the real emitter is isolated.
- Tune Size/Length/Soften and only then Brightness.
Accept whenLight structure originates from the source rather than every bright surface.
External depth map
Replace unstable Internal depth with a more accurate prepared pass.
PrepareAn alpha input containing a near-to-far depth-like gradient.
- Switch Depth Map Source to From Alpha Input.
- Verify orientation with Preview and Invert.
- Normalize Far/Near/Gamma and compare against Internal.
Accept whenObject boundaries are more temporally stable and atmosphere follows the prepared map.
Living haze
Add subtle atmospheric motion without making the image boil.
PrepareAn already convincing static haze setup.
- Enable Air Disturbance and Preview Influence.
- Start with low intensity and a broad Scale.
- Inspect 5–10 seconds of motion at Better quality.
Accept whenMotion is noticeable in comparison but does not call attention to itself.
06TROUBLESHOOTING
Name the symptom, then move upstream.
Most haze failures are not solved by Global Blend. The table points to the stage that should be inspected first.
Foreground becomes milky
Likely cause: Near Limit is not protecting the foreground or Density/Airlight are too high.
Repair: Return to Depth Map Preview, fix near/far, then reduce Density before Airlight.
Haze looks pasted uniformly over the frame
Likely cause: The depth map is wrong, over-remapped, or the external alpha is not really a depth map.
Repair: Fix source/invert/levels first. Do not use Global Blend as a substitute for spatial correction.
Halos/Rays appear on skin and white walls
Likely cause: Threshold is too low, letting non-emitter highlights into the source mask.
Repair: Use Preview Threshold and raise the threshold until the emitter map is clean, then return to Size/Length.
Depth boundaries flicker in motion
Likely cause: Internal estimation is unstable around fine edges/occlusions or Quality is set to Faster.
Repair: Check Better, review a short moving segment and use From Alpha Input when a better map is available.
FINAL QC
Do not approve AI haze from a still.
Depth estimation, thresholds and disturbance are temporal systems in practice. Review motion, cuts, occlusions and a short export at Better quality.
07FAQ
Practical AI Cinematic Haze questions.
Is AI Cinematic Haze just Fog or Glow?
No. Its defining feature is a depth-aware pipeline: depth map first, then scattering, halos/rays and disturbance.
When should I use From Alpha Input?
When you have an external depth pass that is more stable or accurate than Internal estimation, especially around difficult boundaries.
Can Faster stay enabled for final render?
It is useful while working, but final QC should use Better, especially on hair, transparency and moving boundaries.
What should be tuned last?
Air Disturbance and Global Blend. Build depth and static atmosphere first, then halos/rays, then motion and final mix.