The Glare shader, when used as a camera output shader, creates a halo around very bright areas in the rendered image. It’s applied in two dimensions after rendering, so it can partially obscure darker objects between the bright area and the camera for greater realism.
Interior lit by mr Sky Portal; no glare |
Interior with Glare shader for output; default Glare settings |
To use the Glare shader:
Using and adjusting the Glare output shader requires first assigning it on the Render Setup dialog, and then instancing it in the Material Editor. This procedure delineates the steps for doing so.
By default, a Glare shader is already assigned to the map button for the Output channel.
If the results are satisfactory, you can stop here. The remaining steps concern adjusting the shader settings.
Lets you set the tradeoff between detail and speed. Lower Quality settings cause Glare to run more quickly, but can result in a boxy-looking glare halo, while a higher Quality value gives a better overall effect at the cost of rendering time. A mid-level setting is appropriate for most scenes.
Controls how sensitive Glare is to bright objects. Lower values for Spread produce smaller glare halos while higher values cause larger glare halos. Very high values can cause dark objects to have halos.
When on, uses an image file you specify to create a streaking effect, such as is visible when looking at bright images through glass or, in photographs, through a camera lens.
Click to choose an image file to be used to create the streak effect. This file takes effect only when Streaks is on.
Controls the blending between the "normal" glare and the streaks image. A value of 0.0 disables streaks, while a value of 1.0 makes the streaks fully visible.
An absolute value specifying the image size, in pixels, on which the Glare computation occurs. If you image is rendered at 5000 x 5000 and Resolution for Glare Processing is set to 350, Glare will effectively compute on a 350 x 350 image internally and reapplied on the final image, possibly resulting in an inadeqate glare effect.
Generates an overlay image of the glare effect only; the original underlying image is removed. This mode is useful when render speed is critical, so that Glare can be run on a lower-resolution image to produce an overlay, which you can then composite with a higher-resolution underlying image.