1. Estimate depth
The effect builds a simulated near/far mask from the current frame.
A depth-aware Resolve FX for reducing smog, airlight and atmospheric haze by combining selective colour/contrast correction with an automatically estimated depth matte.
What Dehaze actually does
Resolve estimates a depth mask from the image, applies stronger correction to regions it believes are farther away and more affected by haze, and protects areas it interprets as closer. Because the depth estimate is inferred rather than measured, the matte must be inspected and sometimes corrected.
The effect builds a simulated near/far mask from the current frame.
Haze Color tells the correction which airlight colour should be reduced.
Strength applies a linked colour/contrast change, weighted by the depth estimate.
Inspector controls
The most important distinction is that Shadow and Highlight belong to the simulated depth mask, not to ordinary tonal correction. Treat Haze Color, depth shaping and Strength as one connected model.
Dehaze Strength changes colour and contrast together rather than acting as a simple Contrast control. Raising it pushes the image away from the selected Haze Color, increases scene separation — especially through the shadows — and selectively restores saturation. Lowering it moves in the opposite direction, adding a more haze-like/airlight character while reducing contrast and saturation.
Haze Color defines the colour of smog, atmospheric haze or scattered airlight that Dehaze should reduce. The safest approach is to sample a genuinely hazy distant area without a bright subject, specular highlight or saturated local colour. A bad sample changes the direction of the entire colour compensation and can easily create cyan, magenta or overly warm neutrals.
Dehaze automatically builds a simulated depth matte, estimating which areas are farther away and therefore more affected by haze, and which areas are closer and should receive less correction. Display Depth reveals that internal map. It is a diagnostic view for tuning Shadow and Highlight, not a creative display mode.
These are not ordinary tonal Shadows/Highlights controls. They reshape the extremes of the estimated depth matte: Shadow raises or lowers its darkest areas, which Dehaze treats as the farthest parts of the scene; Highlight changes the lightest areas, treated as the closest. The goal is believable depth-dependent correction, not a visually pretty matte.
Blend mixes the final Dehaze result with the node's original state. 1.000 shows the full computed effect; lower values reduce the already tuned combination of depth matte, Haze Color and Strength. It is useful as a final naturalness control, but it cannot replace a correct depth matte or hide a bad Haze Color sample.
Dehaze vs nearby tools
Atmospheric veil reduction with an estimated depth matte and haze-colour model.
Local-contrast shaping by detail size and tonal thresholds, without a depth model.
Direct tonal and colour shaping when the problem is exposure, gamma or contrast rather than atmosphere.
Explicit spatial/colour isolation when automatic depth weighting chooses the wrong regions.
Production workflow
Work from the haze model outward: diagnose the atmospheric problem, sample the veil, inspect the depth matte, shape it, then set Strength and only finally trim Blend.
Dehaze is designed for smog, airlight and atmospheric veiling. If the shot is merely flat because of log gamma, underexposure, flare or a lifted black level, fix that technical problem first rather than forcing Dehaze to solve it.
Use the eyedropper on a distant hazy region that represents the airlight you want to suppress. Avoid clouds, bright objects, specular reflections and local coloured surfaces because the sampled colour steers the correction itself.
Inspect the estimated depth matte rather than guessing what the algorithm thinks is near or far. Look for obvious inversions or segmentation errors around sky, water, silhouettes and high-contrast edges.
Use Shadow for the darkest/farthest side of the depth mask and Highlight for the lightest/closest side. The objective is not maximum separation; it is a matte that applies more correction where haze actually dominates and protects nearby subjects.
Increase Strength until depth separation improves, then stop before distant blacks become crushed, foliage turns unnaturally saturated, neutral haze picks up a complementary cast, or noise becomes much more visible.
Scrub changing weather, camera moves and reframing. If the depth estimate changes unpleasantly, reduce the underlying correction first. Use Global Blend as a final perceptual trim, not as a bandage for an unstable matte.
Common failures
Strength is too high, so shadow contrast and saturation reveal noise and compression that the haze had been hiding. Reduce Strength and denoise upstream when the signal genuinely needs it.
The simulated depth matte has misread low-detail or reflective regions. Use Display Depth, reshape Shadow/Highlight, and if the failure remains obvious restrict the FX with a Window/Qualifier.
Haze Color was sampled from a local object or Strength is pushing too far toward the complementary correction. Re-sample genuine airlight and verify RGB Parade before adding a downstream white-balance compensation.
The depth estimate is not protecting the near subject enough, or the effect is simply too strong globally. Correct the matte, use a spatial matte when needed and keep atmospheric correction focused on the distant planes.
The useful mental model for Dehaze is not a generic contrast filter but a two-part system. Resolve first estimates a simulated depth matte — which areas are probably near or far. It then weights a coupled colour-and-contrast correction, directed away from the selected Haze Color, more strongly over estimated distant regions and less over near ones.
| Layer | What it means | How to verify |
|---|---|---|
| Dehaze Strength | Changes contrast and colour together. Raising Strength increases contrast, especially in shadows, shifts colour toward the complement of the selected Haze Color and selectively increases saturation; lowering it moves in the opposite direction. | Waveform: check for crushed distant shadows; RGB Parade/Vectorscope: check for channel casts or oversaturation; Viewer: preserve believable aerial perspective. |
| Haze Color | The colour of smog/airlight/haze the effect is trying to minimise. The eyedropper sets the direction of the colour compensation itself. | Sample the real distant atmospheric veil without a specular highlight, saturated object or cloud edge; verify neutrals in RGB Parade after sampling. |
| Display Depth | Displays the internal simulated depth matte used to weight the correction by estimated scene depth. | Look for near/far inversions, dirty silhouette edges, misread sky/water and matte changes during motion. |
| Shadow | Raises or lowers the darkest parts of the simulated depth mask — the regions the model treats as farthest away. | With Display Depth on, check whether dark foreground objects are being treated as 'far'; after disabling Depth, verify foreground shadows are not overprocessed. |
| Highlight | Raises or lowers the lightest parts of the simulated depth mask — the regions the model treats as closest. | Check sky highlights, mist around the sun and bright foreground objects: brightness does not necessarily mean physical proximity. |
| Global Blend | Final mix between the FX result and the node's original state after Haze Color, depth matte and Strength have been evaluated. | Tune the model first at Blend 1.000; only then reduce Blend when a more natural perceptual mix is needed. |
Likely cause: Strength is excessively increasing shadow contrast and selective saturation, revealing hidden source artefacts.
Fix: Reduce Strength; apply temporal/spatial NR upstream if genuinely needed. Do not try to restore information that is not present in the signal.
Likely cause: The simulated depth matte has confused tonality with geometric depth in this scene.
Fix: Inspect Display Depth and reshape Shadow/Highlight; if the model remains wrong, restrict Dehaze with a Window/Qualifier/Tracker.
Likely cause: Haze Color was sampled from a locally coloured object or Strength is pushing the complementary rebalance too far.
Fix: Re-sample a genuine airlight area, return Strength to a moderate value and check RGB Parade before adding more correction.
Likely cause: The automatic depth estimate changes as composition and frame content change.
Fix: Reduce Strength, inspect depth behaviour across the whole shot, and use spatial isolation or a more controlled manual correction for critical scenes.
In practice Dehaze usually makes most sense after input normalisation and basic exposure/white-balance correction, but before heavy creative looks, halation/grain and final texture. That gives the depth estimate a stable signal and keeps downstream looks from hiding matte errors. If the effect is constrained by a Window/Qualifier, keep it on a dedicated labelled node.
Waveform reveals crushed shadows and excessive contrast. RGB Parade helps identify complementary colour casts after Haze Color, while Vectorscope shows excessive saturation. Scopes cannot tell whether the depth estimate is geometrically correct, so Display Depth and the Viewer remain essential alongside measurements.
Dehaze is a creative/repair Resolve FX, not a colour-management transform. In RCM/ACES first ensure input mapping and the working-space state are correct. Do not use Dehaze to repair a double transform, wrong gamma tag or incorrect output mapping. The effect should receive a stable grading signal rather than compensate for a technical pipeline error.
explicit conversion between colour-space/gamma descriptions, including tone/gamut mapping
node-level input/output through the standardised ACES transform set
conversion between white points / illuminants through a CAT model
compressing hue/saturation/luminance variation around a selected Target Color
temporal matching of unwanted brightness/white-balance drift around a chosen reference and analysis region
selective increase or reduction of local contrast at a chosen structure scale and within a controlled tonal range
programmable host for custom transform code whose maths, UI and signal contract are defined by the selected DCTL/DCTLE
suppression of reflected red/green/blue screen spill after the subject has already been isolated by key/matte/roto
spatial display of exposure zones through camera-matched or creative false-colour mapping and a legend
final hard-clipping of chromaticities to a specified delivery/QC gamut boundary
tone/gamut remapping through luminance roll-off, saturation compression/clip and OOTF without a separate input/output colour-space conversion
simple independent inversion of Red/Green/Blue/Alpha channels for creative and technical channel/key operations
AI-assisted SDR→HDR mapping with an explicit input/output signal contract, Middle Gray, target peak luminance and creative shaping
procedural Pan/Tilt/Rotation/Zoom motion with waveform, randomness, pauses and blanking handling
creative optical-look effect combining spatial diffusion, coloured Tone Lights, tonal protection, a falloff mask and a LUT-compatible subset
procedural texture/look effect combining blur/colour drift, vignette, changing dirt and up to five scratches with motion/flicker
procedural film-style texture with gauge presets, grain geometry, composite modes, tonal/RGB weighting and final mix
integrated scene-referred film-emulation environment combining a baked-in Blackmagic film response, colour shaping, halation/bloom/grain/flicker/gate weave and a LUT-compatible subset
dedicated temporal exposure modulation with tonal flicker modes, RGB selection, smoothness, randomness, pauses and a deterministic seed
film-style highlight scatter using an isolation matte, chromatic dye-layer reflections, secondary glow and optional grain
creative shadow/highlight colour separation through Natural/Strong/Custom modes, Pivot, Hue Angle, neutral protection and colour-space overrides
edge framing and visual-attention control through Basic/Advanced geometry, position, colour and compositing
solid-colour generation for Layer Mixer, masks, fills and simple colour washes
Check shadow clipping, channel balance and saturation after haze recovery.
Spatial isolation when the simulated depth matte selects the wrong regions.
Compare with a local-contrast model that does not estimate depth.
Why Dehaze should not compensate for an incorrect signal state.
Panel names are cross-checked against the Resolve 21 screenshots already shown on each page. Where Blackmagic does not publish proprietary implementation math, the article describes documented signal semantics and observable behaviour rather than inventing an algorithm.
FAQ
No. It combines colour and contrast correction with an automatically estimated depth matte. The effect is weighted spatially according to that simulated depth, so it behaves differently from global Contrast, Curves or Contrast Pop.
Sample the atmospheric veil you want to reduce — ideally a distant hazy region. Avoid a bright object, cloud edge, skin tone, foliage or other local colour because the sample directly steers the colour compensation.
No. It shows a simulated depth matte estimated from the image. It can be wrong, especially with sky, reflections, water, silhouettes, unusual lighting or low-contrast scenes, so always inspect the resulting image after tuning it.
The usual causes are a poor Haze Color sample, excessive Strength, or applying Dehaze before the image has been brought into a sensible working state. Re-sample the haze, reduce Strength and verify the upstream colour-management/white-balance stage.
No. It can improve separation and visibility of existing information, but clipped highlights, crushed channels and detail lost below noise cannot be recreated by this effect.
Usually after basic input normalisation and gross exposure/white-balance correction, but before heavy creative looks and texture. In managed workflows, place it where the signal is in a stable working state and validate the result before the output transform.
Next steps
Previous FX
Programmable colour processing before this depth-aware atmospheric correction in the Resolve FX Color catalog.
Watch shadow clipping, channel casts and saturation while Dehaze restores contrast.
Restrict Dehaze when the automatic depth estimate selects the wrong part of the frame.
Next in catalog
The next Resolve FX Color entry after Dehaze is False Color.