← Fusion node reference
Light EffectsAdvanced

LightRays

Volumetric-looking 2D light rays

Generates directional light rays from bright regions or edges with control over source threshold, direction, length, falloff, color and atmospheric breakup.

LightRays
DaVinci Resolve · Fusion

Generates directional light rays from bright regions or edges with control over source threshold, direction, length, falloff, color and atmospheric breakup.

Overview

What LightRays does

Generates directional light rays from bright regions or edges with control over source threshold, direction, length, falloff, color and atmospheric breakup.

LightRays projects selected source regions outward along a chosen direction or from a chosen point, creating a 2D approximation of visible shafts of light.

Mental model

LightRays projects selected source regions outward along a chosen direction or from a chosen point, creating a 2D approximation of visible shafts of light.

Common uses

Create god rays from windows
Extend rays from bright titles or logos
Build stylized radial beams
Add atmospheric shimmer
Generate a separate rays-only pass for compositing

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Input

Source image for the operation.

Effect Mask

Optional mask that limits where the node affects the image.

LightRays
Fusion node

Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Output View / Source Regions, Rays Alone, Final Result

Chooses whether the Viewer shows detected source regions, the rays by themselves, or the composite result.

Input Alpha / Masks The Source Regions, Is Used For Compositing, Is The Source Of The Glow

Chooses whether input alpha masks source detection, participates in compositing, or drives the glow source.

Source Of Rays / Bright Regions, Edges

Controls how the operation treats image or region edges.

Ray Directions / At An Angle, From A Location

Selects the light-ray direction mode.

Chooses how the light-ray direction is determined.

Ray Dropoff / Default, soft; Keep Shape Of Source; CCD Bloom Harsh; CCD Bloom Soft

Chooses the radial falloff profile used to shape the generated rays.

Relative Length Red

Scales ray length for the red channel.

Relative Length Green

Scales ray length for the green channel.

Relative Length Blue

Scales ray length for the blue channel.

Soften

Softens the transition at the edge of the mask, matte or effect.

Composite Type

Selects the Composite Type.

Chooses the mathematical or operational mode used for this part of the node. Available choices include Normal, Add, Subtract, Difference, Multiply, Overlay, and Hard Light.

Source Regions / Rays Alone / Final Result

Chooses whether the output displays source regions, the rays alone, or the final composite.

Input Alpha

Chooses how the source alpha participates in ray generation and final compositing.

Source Of Rays

Chooses bright regions or edges as the ray source.

Source Threshold

Controls which areas are bright enough to emit rays.

Ray Directions

Chooses an angle-based or point-origin ray model.

Position X / Y

Sets the origin when rays come from a location.

Shimmer

Opens the controls that add animated variation and shimmer to the rays.

Ray Dropoff

Defines how energy fades along the rays.

Length

Controls ray extent.

Relative Length Red / Green / Blue

Sets ray length independently for the red, green and blue channels.

Use channel-specific controls when the operation should not affect all components equally.

Softness

Blurs and integrates the ray structure.

Brightness

Sets the brightness of the effect.

Gamma

Adjusts the midtone response without moving the black and white points equally.

Saturation

Adjusts color saturation.

Colorize / Colorize Color / Red / Green / Blue

Sets the RGB tint applied when LightRays colorization is enabled.

Use channel-specific controls when the operation should not affect all components equally.

Add Atmosphere

Adds noisy atmospheric variation to the rays.

Atmosphere Strength

Adjusts the amount of atmospheric texture mixed into the rays.

Atmosphere Detail

Sets the amount of fine structure in the atmospheric ray texture.

Atmosphere Scale

Sets the spatial scale of the atmospheric texture modulating the light rays.

H vs V Ratio

Stretches the atmospheric texture horizontally or vertically relative to its base scale.

Evolution

Moves the atmospheric texture through its procedural evolution over time.

Seethe

Sets how strongly the atmospheric pattern evolves internally over time.

Composite Type

Selects the Composite Type.

Chooses the mathematical or operational mode used for this part of the node.

Source Recovery

Restores some of the original source into the processed result.

Useful when a glow, ray or similar effect has obscured the bright source that generated it.

Practical setup

A reliable workflow

  1. 1

    Preview the source regions first.

  2. 2

    Set threshold so only intended highlights emit rays.

  3. 3

    Choose angle or position-based direction.

  4. 4

    Increase Length gradually.

  5. 5

    Add softness and atmosphere after geometry is correct.

  6. 6

    Check Rays Alone before compositing.

Typical node chain
Source
LightRays
Output

Examples

Where this node fits in real work

Window rays

Create shafts from a bright window region.

MediaInLightRaysMediaOut

Title beams

Generate rays from a glowing title branch.

Text+GlowLightRaysMerge

Troubleshooting

Common mistakes

Applying LightRays before the image is in the technical state the node expects.
Pushing LightRays too far before checking artifacts at full resolution.
Judging LightRays on one still frame instead of checking motion and edge behavior.

Production notes

Practical tips

Compare LightRays with bypass regularly while tuning it.
Keep LightRays and other technical conversions separate from creative grading when possible.
After strong LightRays processing, check alpha, highlights and image boundaries.

Related nodes