Overview
Rays takes the input image, identifies the bright areas (through a threshold), then stretches those pixels outward from a central point - like a zoom blur, but only on the highlights. The result: light rays that create the illusion of atmospheric particles (haze, dust) scattering the light.
It is a powerful visual effect that can turn a flat image into a cinematic scene. Use it sparingly - too strong and the effect becomes cheesy.
Where to find this node
- Effects Library:
Tools > Effect > Rays - Quick add: right-click in the Node Editor →
Add Tool > Effect > Rays
How it works
- The node examines each pixel and compares its luminance to the Threshold.
- Pixels above the threshold become ray sources.
- These sources are stretched outward from the Center (X/Y), with an intensity that falls off according to Decay.
- The result is blended with the original image through Blend.
Inputs
- Image Input (orange) - the source image containing the bright areas. Works best with an alpha channel on the emitting areas.
- Effect Mask (blue) - optional. Limits the rays to an area (e.g. only from the window).
Setup
God rays from the sun:
MediaIn (sky shot) → Rays (Center = sun position, high Threshold) → MediaOut
Light through a window (mask):
MediaIn → Rays ← Polygon (window cutout) as Effect Mask
↓
Merge Screen over the original MediaIn
Backlight on a character:
Character alpha → Rays (Center behind the character) → Merge ScreenControls tab
- Center (X / Y)
- Origin point of the rays. A crosshair you can move in the viewer. Usually placed outside the frame to simulate a distant source (off-screen sun) or on a visible source (lamp, window).
- Decay
- Length of the rays. High = short, focused rays; low = long rays that cross the image.
- Weight
- Falloff curve (how the intensity drops with distance). Controls how hard the transition is between the light source and the ends of the rays.
- Exposure
- Overall brightness of the rays. Raise it for a stronger effect.
- Threshold
- Luminance threshold for emitting rays. High (close to 1) = only the brightest highlights emit, a subtle effect. Low = many areas emit, an overall but saturated effect.
- Blend
- Mix between the original image and the image with rays. 0 = no effect, 1 = rays only. Typically 0.4-0.7 for a natural amount.
- Red / Green / Blue / Alpha
- Emitting channels. Uncheck G and B = rays only on the Red channel (warm look).
Use cases
- God rays through clouds - Center placed where the sun breaks through, high Threshold (0.8), medium Decay = bright diverging rays. Blend 0.5.
- Light through a window (interior) - a mask on the window → Rays with the Center on the window = a volumetric light shaft entering the room. A film noir or mood film classic.
- Sci-fi backlight - the character's alpha → Rays with the Center just behind = a crown of light, as if the character were strongly backlit.
- Lightsaber / energy portal - the bright area of the weapon/portal → Rays cast from that area = a volumetric aura that spills out.
- Explosion / flash - a short flash with Rays animated in intensity = a more organic burst of light than a simple flare.
- Underwater / glowing haze - light scattered in water or fog, Rays with a low Decay (long rays) to simulate atmospheric scattering.
Tips
- High Threshold = clean - start at 0.8-0.9. Lowering it gives more rays but loses selectivity.
- Center off-frame for a distant sun - placing the Center outside the frame simulates a very distant source (the sun). Inside the frame = a visible / nearby source.
- Blend 0.5 by default - Blend 1 looks like a filter effect, not real light. Keeping the original image at 50% preserves realism.
- Animated rays = dust - animating the Center position very slightly (+/- a few pixels) adds life and simulates particles moving in the light.
- Combine with an animated Fast Noise - multiplying the Rays result by a very subtle Fast Noise adds intensity variations to the rays (more believable than perfectly uniform rays).
- Red channel only for a sunset = warm rays without touching the blue of the sky.
- Work on a light pass - extract the highlights (Color Corrector with a negative lift on the shadows), apply Rays, then Screen over the original image. Cleaner than Rays applied directly to the shot.
- Limitations: Rays is a 2D effect. For real 3D volumetric light (that reacts to geometry), use the light rays of the 3D renderer with a Spot Light.
