Flare illuminates the scene as if an intense external light source sat just outside the camera viewport: colored glow spills inward from the frame boundary, casting subtle contrast falloff across the opposite edge, with optional dynamic light rays projecting inward from the source.
Flare operates strictly as a Scene Effect on the composite viewport and cannot be assigned to an individual layer. See Scene Effects and Layer Effects.
On a transparent stage, the glow and light rays extend seamlessly into empty alpha canvas space, maintaining clean visibility when used as a desktop overlay or during a live stream.
Controls
| Control | Range | Default | Effect |
|---|---|---|---|
| Blending Mode | Add / Screen / Color Dodge | Add | Blend mode used to composite the flare glow onto the image |
| Color | Hex | #ffffff | Primary color tint of the flare |
| Intensity | 0 – 1 | 0 | Luminance boost applied to the flare origin and spread |
| Size | 0 – 2 | 0 | Inward spread distance of the glow from the frame edge |
| Angle | −180° – 180° | 0° | Directional angle of the light source; 0° is top, rotating clockwise |
| Glow Opacity | 0 – 1 | 1 | Composite opacity of the base diffuse glow pass |
| Rays | Switch | Off | Enables animated volumetric light rays emanating from the flare |
Setting Intensity and Size to 0 does not turn off the flare — a subtle baseline glow remains active, and the two sliders scale brightness and reach from that foundation. To fade out the glow entirely, lower Glow Opacity.
Angle positions the virtual light source along the perimeter: 0° places it directly overhead, rotating clockwise — 90° sits at the right edge, and ±180° shines from directly below.
Blending Modes
- Add: Applies linear additive blending directly to frame luminance, delivering high-impact specular glare.
- Screen: Lightens pixels gently, preventing bright highlight regions from harsh clipping.
- Color Dodge: Intensifies underlying image saturation and contrast beneath the glow while leaving pure black areas unchanged.
Dynamic Light Rays
Enabling Rays projects animated light ribbons outward from the flare source across the frame. Rays incorporate subtle undulating motion, with independent color and density controls:
| Control | Range | Default | Effect |
|---|---|---|---|
| Ray Type | Sun Rays / Shine Rays / God Rays | Sun Rays | Geometric shape and emission density of light rays |
| Ray Color | Hex | #ffffff | Independent chromatic tint of the light rays |
| Ray Size | 0 – 1 | 0 | Width and radial reach of the ray beams |
| Ray Intensity | 0 – 1 | 0 | Luminance gain and spatial density of the rays |
| Ray Opacity | 0 – 1 | 1 | Blend opacity of the ray layer over the composite |
- Sun Rays: Emits a handful of slender, well-defined straight shafts.
- Shine Rays: Generates wider, more numerous beams with prominent shimmer.
- God Rays: Produces broad, dense volumetric shafts simulating light filtering through atmospheric haze.
The ray system runs independently of the ambient glow: reducing Glow Opacity to 0 preserves the light rays, allowing you to use volumetric rays on their own.
Processing Order
Flare executes after blur to prevent its glow and ray shafts from being degraded by full-frame blur passes; it executes before pixelate and subspace glitch™ so screen-space warps distort the flare alongside the rest of the image.
Last updated on October 11, 2026