Back to Node List

Glow

glow

Draws a glow around or inside the opaque silhouette — magic effects, neon, and emissive sprites

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
画像
input
Image
Required
発光させる画像です

Output Ports

NameTypeDescription
画像
output
Image
グローを合成した画像です

Parameters

NameTypeDefaultRangeDescription / Options
color
Color
[1,0.8999999761581421,0.5,1]

発光の色です

広がり
radius
Int
41–64

発光が何ピクセル先まで届くかです。1なら輪郭の隣1pxが光ります

強さ
intensity
Float
10–2 / step 0.05

発光の濃さの倍率です

位置
placement
Enum
Outside

シルエットの外と内、どちらを光らせるかです

  • 外側Outside
    画像の背面で外へ広がります。通常の発光です
  • 内側Inside
    画像の内側のフチに重なります。リムライト風です
段数
steps
Int
00–8

0で滑らかなグラデーション。1以上でドット絵らしい段階発光になります

Overview

Adds a glow around a sprite, or along its inside edge. It is the luminous counterpart to Drop Shadow. Because it uses a distance transform rather than a blur, it can create pixel-art-friendly stepped glow controlled by steps. It is a common game-asset effect for magic, neon, and blinking collectible items.

Usage tips

  • For pixel art, steps of 1–3 is the go-to range. 0 (smooth) creates many intermediate colors, so use stepped glow for palette-managed assets.
  • radius=1 lights the first pixel next to the boundary. Radius is an inclusive reach measured from the boundary.
  • Reserve at least radius pixels of padding with canvas_resize first so the glow is not clipped.
  • For a pulsing animation, drive intensity with motion (Wobble), moving between about 0.5 and 1.5.
  • Inside creates rim light along an inner edge. It works well for characters in night scenes or highlighted objects.

Common pitfalls

  • The glow is clipped into a rectangle at the canvas edge: there is not enough padding. Expand the canvas by radius with canvas_resize.
  • The glow mixes with the background and looks muddy: this node composites within the image. To additively composite against a background, create only the glow on black and place it over the background with blend(Add).
  • The color count increased: the gradient from steps=0 is responsible. Set steps, or place palette_quantize downstream.

Technical details

  • Falloff is calculated from the chamfer distance to the silhouette (alpha ≥ 0.5).
  • An empty silhouette returns the source unchanged regardless of radius.
  • Outside: treats pixels below alpha 0.5 as outside and places glow color there. Consequently, semi-transparent antialiasing pixels can change color or alpha.
  • Inside: overlays the glow color on the inner edge. Alpha is unchanged.
  • steps quantizes falloff, keeping the color count low without Palette Quantize.

Examples

  1. Magic projectile: projectile sprite → Glow(Outside, steps: 2) for a two-step glow ring
  2. Rim light: character → Glow(Inside, radius: 2) for a backlit edge
  3. Neon sign: text → Glow(Outside, intensity: 1.5)Blend(Add) over the background

Related nodes

  • drop_shadow — the shadow counterpart, built by offsetting and expanding a silhouette
  • outline — when you want a crisp outline rather than light
  • gaussian_blur + blend(Add) — the classic manual glow setup
  • motion — drives a pulsing animation
Back to Node List