Filter node new in 3.1
Optical Glow
Every bright pixel of the Image becomes a copy of the Kernel image — a star, a streak, a word, a camera — so lights turn into whatever shape you draw. Without a Kernel, Shape draws one (Soft, Star 4, Star 6, Streak, Ring). Size is the kernel's width against the picture, Threshold and Knee pick the light that glows, Mask limits where. For an overdriven look, Ray Length and Ray Gain stretch and feed the rays, Sharpness makes them thin, Hot Threshold and Hot Boost make only the blown-out spots blaze, Burn turns light past white white-hot. Computed with the GPU FFT, so even a kernel as large as the picture costs the same.
Inputs
| Port | Type | Default |
|---|---|---|
| EnableOff: the output is cleared. | bool | true |
| ImageThe picture whose bright parts glow. | image | — |
| KernelThe shape every bright pixel becomes: any image (a star from Points Visualize, a streak, a word, a camera), used as it is. Empty: Shape draws one. | image | — |
| MaskOnly where this image is bright may light glow (luminance). | image | — |
| ShapeThe built-in kernel when nothing is cabled into Kernel: Soft, Star 4, Star 6, Streak or Ring. | int | 1 |
| SizeThe kernel's width against the picture's shorter side: 0.1 = a small sparkle, 1 = as wide as the picture, 3 = rays across the whole stage. Clamped to 0.01–3. | float | 0.4 |
| RotationTurns the kernel, degrees clockwise. Not clamped: it keeps turning. | float | 0 |
| ThresholdHow bright a pixel must be to glow (its strongest channel, 0–1); 0 = the whole picture glows. | float | 0.7 |
| KneeSoftens the threshold so light fades into the glow instead of switching on. 0–1. | float | 0.2 |
| IntensityHow strong the glow is; 1 = the glowing light's own energy spread over the kernel. Not clamped above. | float | 1 |
| TintColours the glow; its alpha scales it. | color | — |
| QualityThe resolution the glow is computed at: Quarter is fastest, Full sharpest. Half suits most kernels. | int | 1 |
| Glow OnlyOn: only the glow, on transparency — to layer it yourself. | bool | false |
| SharpnessThinner rays and a tighter core, same length, light kept. 1 = as drawn, 3–5 = razor-thin. A Kernel image has its falloff raised to this power instead. Clamped to 1–8. | float | 1 |
| Hot ThresholdWhere the blown-out range starts (strongest channel, 0–1). Only light above it gets Hot Boost. | float | 0.95 |
| Hot BoostExtra light from the blown-out spots only: 0 = off, 5–20 = they blaze while the rest glows softly. Not clamped above. | float | 0 |
| BurnLight past white spills into the other channels, so hot lights go white-hot like an overexposed lens. 0 = off, 1 = full. Clamped to 0–1. | float | 0 |
| Ray LengthBuilt-in shapes: how slowly a ray fades toward its tip. 1 = as drawn, 3–8 = nearly full strength to the end. Clamped to 0.1–8. | float | 1 |
| Ray GainBuilt-in shapes: how much of the light goes into the rays instead of the core. 1 = as drawn, 5–10 = the rays dominate. Clamped to 0–20. | float | 1 |
Outputs
| Port | Type |
|---|---|
| ImageThe picture whose bright parts glow. | image |
| Width | float |
| Height | float |
Open Optical Glow in the interactive catalog →
Optical Glow is one of 381 nodes in Grafit Pro.
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