FUSION WORKFLOW / 07

Level: Intermediate workflow

Atmospheric Fog with 2D Nodes

Create Atmospheric Fog with 2D Nodes in Fusion

FastNoise becomes soft atmospheric haze, is placed into perspective, follows camera movement and is limited with masks without a particle or 3D setup.

Graph elements
10
Connections
10
Assembly stages
7
  • FastNoise
  • Corner Positioner
  • Tracker
  • Matte Control
  • Blur
  • 2D
Composition resultIMAGE
Composition result: Create Atmospheric Fog with 2D Nodes in Fusion
Atmospheric Fog with 2D NodesOpen full-size image

Understand the task

What this graph needs to do

This workflow adds believable low atmospheric haze to a landscape using only standard 2D Fusion compositing. FastNoise creates the irregular fog texture, Background defines tone and opacity, Corner Positioner lays the layer across the lake surface, and Tracker keeps it attached to the scene as the camera moves. Polygon and Matte Control restrict the effect to the intended area, Blur softens the original image inside that region, and Merge assembles the treated and untreated branches.

Why it is built this way

A flat procedural layer is more efficient here than particles or a full 3D scene. Distant fog does not need volumetric lighting, particle rendering or a Fusion 3D camera. Corner Positioner supplies perspective, Tracker compensates camera motion, and depth is suggested with a soft matte plus localized background blur. The graph stays fast, controllable and suitable for ordinary video clips.

Node graph

Read the connections

Zoom into a branch, select a node and inspect its incoming connections.

NODE GRAPH10 nodes · 10 connections
64%
Node graph: Atmospheric Fog with 2D NodesFastNoise1 · Fog textureFastNoise1Fog textureBackground1 · Fog layerBackground1Fog layerCornerPositioner1 · PerspectiveCornerPositioner1PerspectiveTracker1 · Recorded motionTracker1Recorded motionPolygon1 · Scene maskPolygon1Scene maskMatteControl1 · Fog matteMatteControl1Fog matteMediaIn1 · Source videoMediaIn1Source videoBlur1 · Atmospheric softnessBlur1Atmospheric softnessMerge1 · Final compositeMerge1Final compositeMediaOut1 · OutputMediaOut1Output

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Mask / Effect MaskForeground / marked inputBackground / main inputOther connections
Read all connections as a list10
FromToInput
EffectMask
Input
See the graph and walkthrough
Background
GarbageMatte
Foreground
Input
EffectMask
Background
Input

Assembly order

Build it branch by branch

  1. FastNoise1 → Background1

    Connect FastNoise to the blue Effect Mask of Background1. It breaks the flat fill into irregular translucent clouds. Background controls fog color and density; FastNoise supplies the natural structure.

  2. Background1 → CornerPositioner1

    Corner Positioner deforms the flat fog layer to follow the lake plane. Perspective compression makes the far side thinner and the near side wider so the layer stops looking like a flat overlay.

  3. CornerPositioner1 → Tracker1

    First analyze the original footage in Tracker and record a stable landscape feature. The illustrated CornerPositioner branch applies that saved track to the fog layer: a Tracker receiving only procedural haze cannot newly analyze the landscape. Check the direction in which the saved motion is applied across several frames.

  4. Polygon1 + Tracker1 → MatteControl1

    Polygon manually separates water and low ground from sky, forest and foreground. It is used as an inverted Garbage Matte in Matte Control so the effect remains only where it is needed.

  5. MediaIn1 + MatteControl1 → Blur1

    Feed the original video to Blur1 and use Matte Control as Effect Mask. Blur affects only the fog area and lowers local contrast in the distance, which is an important cue of real atmospheric haze.

  6. MatteControl1 + Blur1 → Merge1

    Merge1 combines the treated branch with the source. The procedural haze adds visible atmosphere while Blur modifies the scene underneath it, helping the effect feel spatial rather than painted on.

  7. Merge1 → MediaOut1

    MediaOut receives the final shot with tracked haze, locally reduced contrast and untouched detail outside the selected region.

Node parameters

Settings by node

The values below belong to this example. Use the descriptions to understand what each setting controls when adapting the graph to your footage.

FastNoise1 / Background1

FastNoise creates the fog texture and masks Background. Exact noise values can change with shot scale, but the structure should stay broad and soft rather than becoming fine digital grain.

  • FastNoise → Background1 Effect Mask
  • Use a broad Scale and relatively low Detail
  • Keep Contrast moderate to avoid isolated white blobs
  • Use a light gray or slightly cool Background color
  • Reduce Background Alpha to a translucent level

CornerPositioner1

Corner Positioner sets fog geometry. Match its four corners to the water or ground plane so the layer narrows toward the horizon instead of standing up like a vertical wall.

  • Place the upper corners closer together near the horizon
  • Spread the lower corners across the width of the fog zone
  • Do not extend the plane beyond the Polygon matte unless necessary
  • Judge perspective on moving footage, not only a still frame

Tracker1

Record the high-contrast landscape feature on the original footage before using the illustrated fog branch. Tracker then applies the saved motion to that layer. IntelliTrack requires Studio; the classic Point Tracker can be tested on a suitable stable feature.

  • Tracker: IntelliTrack 1 (Studio)
  • Pattern Time: 116
  • Pattern Width: 0.03
  • Pattern Height: 0.0534
  • Track a stable scene detail rather than water, clouds or the fog itself

Polygon1 / MatteControl1

Polygon cuts the complex forest/water boundary. A soft edge avoids a visible matte seam, and Matte Control combines the tracked layer and Garbage Matte into one signal.

  • Polygon Soft Edge: 0.0205
  • Polygon Invert: enabled
  • Matte Control Clipping Mode: Domain
  • Polygon1 connected to Garbage Matte
  • Tracker1 connected to Matte Control Background

Blur1

Blur affects the source only inside the fog matte. A translucent texture alone is not enough: real haze also reduces sharpness and local contrast in distant objects.

  • Filter: Fast Gaussian
  • Blur Size: 13.4
  • Blend: 0.945
  • Input: MediaIn1
  • Effect Mask: MatteControl1.Output

Merge1

Merge places the translucent MatteControl1 fog in Foreground over the locally blurred Blur1 footage in Background. Adjust density with Background1 and Merge rather than pushing Blur too far.

  • Background: Blur1.Output
  • Foreground: MatteControl1.Output
  • Merge1 output → MediaOut1
  • If the result is too dense, reduce fog Background Alpha first

Troubleshooting

Common mistakes in this setup

  • Do not make FastNoise too fine or contrasty or the fog will reveal itself as a procedural texture.

  • Do not leave Background fully opaque; it will turn into a white plate and erase landscape detail.

  • Do not skip Corner Positioner. Without perspective, fog looks like a flat vertical layer over the frame.

  • Do not track water, clouds or the fog itself; Tracker needs a stable landscape feature.

  • Avoid a hard Polygon edge or the matte boundary will become visible along the forest or water line.

  • Do not blur the whole frame. Blur must be restricted to the fog region or the depth cue disappears.

  • Do not maximize both fog opacity and Blur at the same time or the scene becomes milky and loses natural contrast.

Check the composition

Verify the result

Tick each item after checking it in your own composition.

Documentation for this workflow

These references explain the tools and connections used in the graph.