Shape
Chooses the base volume shape.
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.
Creates procedural volumetric fog, smoke or illuminated atmosphere inside a Fusion 3D scene with shape, noise, density, lighting and scattering controls.
Overview
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.
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.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
3D scene context and optional supporting inputs used by the volume.
Optional mask that limits where the node affects the image.
The resulting 3D scene or scene object.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses the base volume shape.
Sets the Z Offset.
Sets the X, Y and Z components of order.
Links the X, Y and Z values for scale.
Sets the overall size.
Softens the transition at the edge of the mask, matte or effect.
Enables adaptive volume sampling so more work is spent where the fog needs it.
Sets how many samples are used to integrate the volume.
Sets the number of depth slices used to integrate the volume.
Offsets the time sampled by the first volume slice.
Provides separate controls for the red, green, blue and alpha channels.
Sets the gain of the effect.
Selects or adjusts the additive behavior.
Shows Fog Only in the Viewer for setup or diagnostics.
Controls the amount of fine structure in the procedural pattern.
Adjusts the contrast or gain of the procedural volume-noise pattern.
Sets the brightness of the effect.
Sets Noise Translation on the X, Y and Z axes.
Sets the X, Y and Z components of order.
Sets the spatial scale of the procedural noise shaping the fog.
Animates the procedural noise through time.
Breaks the procedural volume noise into a more discontinuous pattern.
Inverts the current map, mask or selection.
Chooses the scene camera used to evaluate Volume Fog.
Sets the X, Y and Z components of pick.
Makes the volume respond to scene lights.
Enables light scattering inside the volume, producing visible beams and atmospheric depth.
Sets how many lighting samples are evaluated inside the volume.
Controls how strongly the medium absorbs/scatters light.
Sets the scattering Color.
Controls the preferred direction of light scattering through the fog.
Sets the transmission Color.
Sets the reflection Color.
Sets the emission Color.
Practical setup
Add VolumeFog to the 3D scene before Renderer3D.
Position and scale the volume around the area that needs atmosphere.
Set Density low while building the look.
Add noise detail and Seethe only after the base volume works.
Enable lighting and in-scattering for interaction with 3D lights.
Increase samples only as much as the final render requires.
Examples
Place fog around a lit 3D scene.
Animate Seethe for slowly evolving atmosphere.
Troubleshooting
Production notes
Related nodes