Gary,
 I usually over a constant color (w alpha) ranging from blue to white/gray,
depending on the type of weather and time of day in the plate, modulated by
depth. This is the scattering of light that occurs by particles (water
vapour, dust etc) in the air between the observer and the distant object.
When the particles are very tiny this scattering is highly wavelength
dependant - blue light is scattered far more then red light (thats why the
sky is blue). Bigger particles like water droplets are not and scatter all
wavelengths pretty much the same - hence - clouds and mist come out white.

The distant object also loses light due to the same scattering.. losing the
blue wavelengths first.. so I usually multiply with yellow thru red
modulated by the same depth. The more air and particles there is between
the object and the observer the more of the short wavelengths are scattered
and absorbed. Thats why sunsets are so beautiful :)

refer http://hyperphysics.phy-astr.gsu.edu/hbase/atmos/blusky.html

To just plainly desat and grade usually works - but this approach is more
accurate to nature, and just as simple.

I once comped a cg smoke element on a plate with a bright sky and sun,
letting the density of the smoke affect the color of the bg.. not really
noticeable ,except when the thick smoke passed in front of the sun disk
where it going redder came out beautifully realistic :)



/fredd

On Sat, May 26, 2012 at 2:01 AM, Darren Coombes <
[email protected]> wrote:

> Sometimes I use the noise node, using depth pass as mask.
>
> Helps if the noise is larger than smaller i reckon.
>
> then just grade the noise if need be, and comp over footage.
>
> Cheers.
>
> Darren.
>
> On 26/05/2012, at 9:16 AM, Gary Jaeger wrote:
>
> anybody have any good recipes for adding atmosphere, probably using a
> depth matte I'd guess? is it mostly a contrast thing?
>
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