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Glow

Extracts bright areas and composites a blurred, tinted version over the original for a bloom or glow effect.

Category: Effects Menu path: Effects > Glow

Ports

PortTypeDirectionDescription
inimageRgba16finputInput image
outimageRgba16foutputImage with glow applied

Parameters

ParamTypeDefaultDescription
thresholdscalar0.5Luminance cutoff for bright area extraction (0-1). Only pixels brighter than this contribute to the glow. Lower it to make more of the image bloom. Keyframeable.
intensityscalar1.0Multiplier for the extracted brightness. Higher values produce a stronger glow. Keyframeable.
blur (Radius)scalar40The glow's reach in pixels — how far light visibly travels from the source. Crank it and the whole scene blooms out from even a small shape. Keyframeable.
falloffenumNaturalThe glow's shape, by look: Soft — one wide gaussian, the classic soft glow. Natural — a bright core with a natural halo. Long Tail — a tight core with long atmospheric tails that carry light far past the source.
stretchvec21, 1Per-axis reach multiplier (linked pair). Unlink and raise X for a horizontal anamorphic streak, or Y for a vertical one.
colorcolorwhite (1,1,1,1)Tint color for the glow. Multiply against the extracted brightness.
blendModeenumAddHow the glow is composited over the original. Add: additive (brightens). Screen: screen blend (softer, non-clipping). Hidden when output is Glow Only.
outputenumCompositeComposite: glow over the source (default). Glow Only: the isolated glow with no source underneath — grade it, distort it, or composite it yourself downstream.

Expose Channels

When enabled (E button on node header), adds input ports that override params via edge connections:

PortTypeOverrides
threshold_inscalarthreshold
intensity_inscalarintensity
blur_inscalarblur

How It Works

The glow effect is a three-stage operation:

  1. Threshold pass: Extracts pixels above the luminance threshold using a smoothstep with a ±0.1 transition band. The extracted brightness is multiplied by the intensity and tint color.
  2. Blur stage: With Soft falloff, one gaussian blur at the full radius. With Natural / Long Tail, the extraction is blurred at a stack of doubling radii (the widest equals the Radius value; the octave count is derived automatically) and the octaves are summed with decaying weights — a sum of gaussians that closely approximates a true exponential radial falloff. The tightest octave always contributes at full strength, so the core stays bright and wider octaves add bloom on top.
  3. Merge pass: The glow is composited over the original image using Add or Screen blend mode — or returned as-is with output set to Glow Only.

Glow expands content bounds (like Blur) by Radius × Stretch, so the engine computes overscan to prevent clipping at comp edges.

Usage Examples

Basic: Bloom on highlights

  1. Add a Glow node after your image source
  2. Set threshold to 0.7, intensity to 1.0, blur to 30
  3. Bright areas (specular highlights, light sources) bloom outward

Creative: Colored glow

  1. Set the color param to a warm orange for a candlelight glow
  2. Lower threshold to 0.5 to include more of the image in the glow
  3. Use Screen blend mode for a softer, more natural bloom

Advanced: Pulsing neon glow

  1. Keyframe intensity from 0.5 to 2.0 in a sine pattern using Time + Math nodes
  2. Feed the result into intensity_in via expose channels
  3. The glow rhythmically pulses

Advanced: Bloom the whole scene from a small source

  1. Set falloff to Long Tail and push Radius to 300+ — light from even a small bright shape carries across the frame while the source stays crisp
  2. Raise intensity to taste; Screen blend keeps the long tails from clipping
  3. Unlink Stretch and raise X for an anamorphic-style streak

Advanced: Isolated glow as a graph ingredient

  1. Set output to Glow Only — the node emits just the glow
  2. Grade it (Colorize, Levels), distort it (UV Remap, Roughen), or use it as a matte or Draw Instances source
  3. Composite back over the source with a Merge when ready

Tips

  • Screen blend mode prevents values from exceeding 1.0 (no clipping), while Add can push values above 1.0 for a more aggressive bloom
  • Lower threshold values include more of the image in the glow -- at 0, the entire image glows
  • Radius is the glow's actual reach: 20-60 for subtle halos, 150+ for scene-wide bloom
  • Natural and Long Tail cost a few blur passes instead of one (the count scales with radius, capped at 6) — still cheap, but Soft is the fastest
  • For cinematic bloom, use a slight warm tint color, Long Tail falloff, and Screen blend mode
  • Old projects load with Soft falloff automatically — identical to the original single-blur glow
  • Blur -- the blur stage used internally; standalone blur without the threshold/composite steps
  • Merge -- the compositing stage; can replicate glow manually with more control
  • Threshold -- similar bright-area extraction without the blur/composite
  • DropShadow -- similar multi-pass architecture but darkens instead of brightens