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
| Port | Type | Direction | Description |
|---|---|---|---|
in | imageRgba16f | input | Input image |
out | imageRgba16f | output | Image with glow applied |
Parameters
| Param | Type | Default | Description |
|---|---|---|---|
threshold | scalar | 0.5 | Luminance 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. |
intensity | scalar | 1.0 | Multiplier for the extracted brightness. Higher values produce a stronger glow. Keyframeable. |
blur (Radius) | scalar | 40 | The 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. |
falloff | enum | Natural | The 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. |
stretch | vec2 | 1, 1 | Per-axis reach multiplier (linked pair). Unlink and raise X for a horizontal anamorphic streak, or Y for a vertical one. |
color | color | white (1,1,1,1) | Tint color for the glow. Multiply against the extracted brightness. |
blendMode | enum | Add | How the glow is composited over the original. Add: additive (brightens). Screen: screen blend (softer, non-clipping). Hidden when output is Glow Only. |
output | enum | Composite | Composite: 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:
| Port | Type | Overrides |
|---|---|---|
threshold_in | scalar | threshold |
intensity_in | scalar | intensity |
blur_in | scalar | blur |
How It Works
The glow effect is a three-stage operation:
- 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.
- Blur stage: With
Softfalloff, one gaussian blur at the full radius. WithNatural/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. - 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
- Add a Glow node after your image source
- Set threshold to 0.7, intensity to 1.0, blur to 30
- Bright areas (specular highlights, light sources) bloom outward
Creative: Colored glow
- Set the color param to a warm orange for a candlelight glow
- Lower threshold to 0.5 to include more of the image in the glow
- Use Screen blend mode for a softer, more natural bloom
Advanced: Pulsing neon glow
- Keyframe intensity from 0.5 to 2.0 in a sine pattern using Time + Math nodes
- Feed the result into
intensity_invia expose channels - The glow rhythmically pulses
Advanced: Bloom the whole scene from a small source
- 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
- Raise intensity to taste; Screen blend keeps the long tails from clipping
- Unlink Stretch and raise X for an anamorphic-style streak
Advanced: Isolated glow as a graph ingredient
- Set output to Glow Only — the node emits just the glow
- Grade it (Colorize, Levels), distort it (UV Remap, Roughen), or use it as a matte or Draw Instances source
- 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
Related Nodes
- 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