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3D / AtmosphereAdvanced

VolumeFog

Procedural volumetric fog in 3D

Creates procedural volumetric fog, smoke or illuminated atmosphere inside a Fusion 3D scene with shape, noise, density, lighting and scattering controls.

VolumeFog
DaVinci Resolve · Fusion

Creates procedural volumetric fog, smoke or illuminated atmosphere inside a Fusion 3D scene with shape, noise, density, lighting and scattering controls.

Overview

What VolumeFog does

Creates procedural volumetric fog, smoke or illuminated atmosphere inside a Fusion 3D scene with shape, noise, density, lighting and scattering controls.

VolumeFog is actual 3D participating media inside the scene: the volume occupies space, the camera looks through it, and lights can scatter through it before Renderer3D returns the scene to 2D.

Mental model

VolumeFog is actual 3D participating media inside the scene: the volume occupies space, the camera looks through it, and lights can scatter through it before Renderer3D returns the scene to 2D.

Common uses

Add 3D fog to a Fusion scene
Create volumetric shafts around 3D lights
Build smoke-like atmospheric volumes
Add depth to abstract 3D graphics
Create animated noisy haze

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

SceneInput

3D scene context and optional supporting inputs used by the volume.

Effect Mask

Optional mask that limits where the node affects the image.

VolumeFog
Fusion node

SceneOutput

The resulting 3D scene or scene object.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Shape

Chooses the base volume shape.

Translation / X Offset / Y Offset / Z Offset

Sets the Z Offset.

Rotation / Order / X / Y / Z

Sets the X, Y and Z components of order.

Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

Size

Sets the overall size.

Soft Edge

Softens the transition at the edge of the mask, matte or effect.

Adaptive Sample

Enables adaptive volume sampling so more work is spent where the fog needs it.

Samples

Sets how many samples are used to integrate the volume.

Z Slices

Sets the number of depth slices used to integrate the volume.

First Slice Time

Offsets the time sampled by the first volume slice.

Color / Red / Green / Blue / Alpha

Provides separate controls for the red, green, blue and alpha channels.

Gain

Sets the gain of the effect.

Subtractive/Additive

Selects or adjusts the additive behavior.

Fog Only

Shows Fog Only in the Viewer for setup or diagnostics.

Detail

Controls the amount of fine structure in the procedural pattern.

Noise Gain

Adjusts the contrast or gain of the procedural volume-noise pattern.

Brightness

Sets the brightness of the effect.

Noise Translation X/Y/Z

Sets Noise Translation on the X, Y and Z axes.

Noise Rotation / Order / X/Y/Z

Sets the X, Y and Z components of order.

Noise Scale

Sets the spatial scale of the procedural noise shaping the fog.

Seethe

Animates the procedural noise through time.

Discontinuous

Breaks the procedural volume noise into a more discontinuous pattern.

Inverted

Inverts the current map, mask or selection.

Camera

Chooses the scene camera used to evaluate Volume Fog.

Camera Position / Pick / X/Y/Z

Sets the X, Y and Z components of pick.

Do Lighting

Makes the volume respond to scene lights.

Do In-Scattering

Enables light scattering inside the volume, producing visible beams and atmospheric depth.

Light Samples

Sets how many lighting samples are evaluated inside the volume.

Density

Controls how strongly the medium absorbs/scatters light.

Scattering / Scattering Color

Sets the scattering Color.

Asymmetry

Controls the preferred direction of light scattering through the fog.

Transmission / Transmission Color

Sets the transmission Color.

Reflection / Reflection Color

Sets the reflection Color.

Emission / Emission Color

Sets the emission Color.

Practical setup

A reliable workflow

  1. 1

    Add VolumeFog to the 3D scene before Renderer3D.

  2. 2

    Position and scale the volume around the area that needs atmosphere.

  3. 3

    Set Density low while building the look.

  4. 4

    Add noise detail and Seethe only after the base volume works.

  5. 5

    Enable lighting and in-scattering for interaction with 3D lights.

  6. 6

    Increase samples only as much as the final render requires.

Typical node chain
3D Scene
VolumeFog
Renderer3D

Examples

Where this node fits in real work

3D light shafts

Place fog around a lit 3D scene.

Merge3D + Lights + VolumeFogRenderer3DMediaOut

Animated haze volume

Animate Seethe for slowly evolving atmosphere.

VolumeFogMerge3DRenderer3D

Troubleshooting

Common mistakes

Applying VolumeFog before the image is in the technical state the node expects.
Pushing VolumeFog too far before checking artifacts at full resolution.
Judging VolumeFog on one still frame instead of checking motion and edge behavior.

Production notes

Practical tips

Compare VolumeFog with bypass regularly while tuning it.
Keep VolumeFog and other technical conversions separate from creative grading when possible.
After strong VolumeFog processing, check alpha, highlights and image boundaries.

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