Glow
Adds a bloom/glow effect around every pixel whose brightest channel clears a threshold.
Glow extracts the pixels above the Threshold, blurs them, and blends them back over the image, giving the soft bloom around highlights familiar from film and game rendering.
Threshold is compared against each pixel’s brightest channel, so a saturated red, green, or blue glows as readily as white of the same strength. At 0 everything glows, at 1 nothing does.
Glowing over transparency
Section titled “Glowing over transparency”Three options, all on by default, decide how the glow behaves on artwork with transparent areas, such as a stroked shape or a line of text on an empty background:
- Glow Over Transparency lets the light spill onto transparent pixels, so the glow composites over anything downstream as light. Fully transparent pixels also stop feeding the glow, so color hidden under a transparent area never brightens its visible neighbors.
- Preserve Brightness keeps the glow as bright beside the shape as the shape itself, however thin the stroke, however large the Radius, and however narrowly its color clears the Threshold. Turn it off for a physical bloom that dims as it spreads.
- Expand Canvas grows the output on whichever edges the glow would overflow. It needs Glow Over Transparency and the Add or Screen blend (Soft Light adds no light to empty areas), and a fully opaque image, such as a photo, never changes size. Turn it off when the output must stay aligned pixel for pixel with the input.
In a 32-bit document
Section titled “In a 32-bit document”In a 32-bit (Float) document, a brightest channel above the Threshold selects a pixel for the glow rather than multiplying it. The glow carries the highlight’s own brightness, so one Intensity setting looks the same whether the image is graded into the 0 to 1 range or holds values far above it.
With the Add blend, light above white is carried downstream and into a float export, while an 8-bit document clips it at white.
Parameters
Section titled “Parameters”Pins
Filter
Only pixels whose brightest channel exceeds this contribute to the glow. 0 = all pixels glow, 1 = nothing glows.
Glow spread radius. Larger values produce a wider, softer glow
Glow brightness multiplier. 0 = no glow, higher = brighter.
Color
Glow tint color
Blend
How glow is composited onto the original
Number of blur passes for smoother glow. More passes = smoother but slower
Options
Keep the glow as bright as the pixels it comes from, however thin the shape or large the Radius. Intensity scales from there.
Turn this off for a physical bloom, which dims as it spreads.
Let the glow spill onto transparent areas, so a shape on an empty background glows outward.
Turn this off to keep the input's transparency exactly as it is. Soft Light never lights empty areas.
Auto-expand the output canvas so the glow is not clipped at the edges.
Turn this off to keep the original canvas size.
Mask
How the connected color image is read as a mask
How the mask is sized when it doesn't match the image
Usage Tips
Section titled “Usage Tips”- Use a colored Tint for stylized effects: warm for golden hour, cool for sci-fi.
- Connect a mask to restrict which pixels are glow sources. The bloom still spreads naturally beyond the masked area.