Inner Glow
A bright glow that radiates INWARD from the shape's edges — the "inside" complement to Glow.
Category: Effects Menu path: Effects > Inner Glow
Ports
| Port | Type | Direction | Description |
|---|---|---|---|
in | imageRgba16f | input | Input image |
out | imageRgba16f | output | Image with the inner glow composited inside it |
Parameters
| Param | Type | Default | Description |
|---|---|---|---|
color | color | white (1,1,1,1) | Glow color in linear space. |
offset | vec2 | (0, 0) | Optional directional displacement in pixels (X, Y). Default (0,0) glows evenly from all edges inward. Keyframeable. |
blur | scalar | 20 | Gaussian blur radius for the glow softness. Keyframeable. |
intensity | scalar | 1 | Glow strength. 0 = invisible, higher = brighter. Keyframeable. |
spread | scalar | 0 | Controls glow alpha hardening. 0 = soft natural falloff, 1 = hard edge before blur. Keyframeable. |
blendMode | enum | Add | How the glow brightens the input: Add (additive) or Screen. |
output | enum | Composite | Composite brightens the input in place. Glow Only outputs just the colored glow (transparent elsewhere). Matte outputs a grayscale intensity mask. |
Expose Channels
When enabled (E button on node header), adds input ports that override params via edge connections:
| Port | Type | Overrides |
|---|---|---|
intensity_in | scalar | intensity |
How It Works
The inner glow is a three-pass operation that mirrors Inner Shadow but adds light instead of darkness:
- Extract pass: The shape's alpha is sampled at the offset position and inverted (
1 - alpha). Near the edges the inverse is high (strong glow source); deep in the interior it is 0. The result is hardened byspread, scaled byintensity, and tinted with the glow color. - Blur pass: The inner source is gaussian-blurred for soft falloff.
- Composite pass: The blurred source is clipped to the inside of the shape (
blurred.a × input.a) and brightens the input via the chosen blend mode (Add or Screen). The output alpha equals the input alpha, so the silhouette is unchanged.
Because the effect is clipped to the input alpha it never extends beyond existing content bounds, so it does not expand the layer's bounds.
Usage Examples
Basic: Neon edge
- Add an Inner Glow node after a shape or text outline
- Set color to a bright cyan, blur to 15, intensity to 1.5
- The inner rim of the shape lights up like neon
Creative: Soft inner highlight
- Keep offset (0, 0) so the glow comes from all edges
- Set color to warm white, blur to 30, intensity to 0.8, blendMode to Screen
- Adds a gentle interior sheen without blowing out the center
Advanced: Directional inner rim light
- Set offset to (-8, -8) to bias the glow toward one edge
- Use a colored glow plus Add blend mode for a rim-light look
- Animate
intensity(or driveintensity_in) for a pulsing glow
Tips
- Default offset (0, 0) is the classic "inner glow" look; non-zero offset biases the light directionally
Addclips highlights brightly;Screenis softer and stays within rangeGlow Onlylets you composite the glow downstream with a custom blend via Merge- Set
outputtoMatteto drive a Grain/Colorize mask concentrated along the inner edges - Intensity is unbounded — values above 1 push into HDR for strong bloom in linear space
Related Nodes
- Glow — the "outside" bloom complement
- InnerShadow — same pipeline but darkens instead of brightens
- DropShadow — outward offset shadow
- Merge — composite the
Glow Onlyoutput with custom blending