Output View / Source Regions, Rays Alone, Final Result
Chooses whether the Viewer shows detected source regions, the rays by themselves, or the composite result.
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.
Generates directional light rays from bright regions or edges with control over source threshold, direction, length, falloff, color and atmospheric breakup.
Overview
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.
LightRays projects selected source regions outward along a chosen direction or from a chosen point, creating a 2D approximation of visible shafts of light.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Source image for the operation.
Optional mask that limits where the node affects the image.
The processed result from this node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Chooses whether the Viewer shows detected source regions, the rays by themselves, or the composite result.
Chooses whether input alpha masks source detection, participates in compositing, or drives the glow source.
Controls how the operation treats image or region edges.
Selects the light-ray direction mode.
Chooses how the light-ray direction is determined.
Chooses the radial falloff profile used to shape the generated rays.
Scales ray length for the red channel.
Scales ray length for the green channel.
Scales ray length for the blue channel.
Softens the transition at the edge of the mask, matte or effect.
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.
Chooses whether the output displays source regions, the rays alone, or the final composite.
Chooses how the source alpha participates in ray generation and final compositing.
Chooses bright regions or edges as the ray source.
Controls which areas are bright enough to emit rays.
Chooses an angle-based or point-origin ray model.
Sets the origin when rays come from a location.
Opens the controls that add animated variation and shimmer to the rays.
Defines how energy fades along the rays.
Controls ray extent.
Sets ray length independently for the red, green and blue channels.
Use channel-specific controls when the operation should not affect all components equally.
Blurs and integrates the ray structure.
Sets the brightness of the effect.
Adjusts the midtone response without moving the black and white points equally.
Adjusts color saturation.
Sets the RGB tint applied when LightRays colorization is enabled.
Use channel-specific controls when the operation should not affect all components equally.
Adds noisy atmospheric variation to the rays.
Adjusts the amount of atmospheric texture mixed into the rays.
Sets the amount of fine structure in the atmospheric ray texture.
Sets the spatial scale of the atmospheric texture modulating the light rays.
Stretches the atmospheric texture horizontally or vertically relative to its base scale.
Moves the atmospheric texture through its procedural evolution over time.
Sets how strongly the atmospheric pattern evolves internally over time.
Selects the Composite Type.
Chooses the mathematical or operational mode used for this part of the node.
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
Preview the source regions first.
Set threshold so only intended highlights emit rays.
Choose angle or position-based direction.
Increase Length gradually.
Add softness and atmosphere after geometry is correct.
Check Rays Alone before compositing.
Examples
Create shafts from a bright window region.
Generate rays from a glowing title branch.
Troubleshooting
Production notes
Related nodes