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Version: 2.0.0-preview

Light rays

Stretches the layer's highlights away from a center point and composites them over the original image. The rays can extend past the layer's edges. This effect requires GPU textures and GLSL execution.

Library location​

Library → Filter Effect → Light rays

Properties​

Center​

Center of the rays, relative to the complete input image. It can also be placed outside the image.

  • Type: RelativePoint
  • Default: (50%, 50%)
  • Animatable: Yes

Length (%) (Length)​

Outward extension relative to the distance from the center. 100 doubles that distance; 0 disables the rays.

  • Type: float
  • Default: 50
  • Animatable: Yes
  • Range: [0, ∞)

Decay (%) (Decay)​

Fades the light along each ray. 0 keeps an even strength; higher values fade more quickly.

  • Type: float
  • Default: 50
  • Animatable: Yes
  • Range: [0, 100]

Intensity​

Light strength multiplier. 0 disables the rays; 1 is normal strength.

  • Type: float
  • Default: 1
  • Animatable: Yes
  • Range: [0, ∞)

Threshold​

Brightness used to select highlights in linear light. 1 is reference white.

  • Type: float
  • Default: 0.5
  • Animatable: Yes
  • Range: [0, ∞)

Softness (%) (SoftKnee)​

Smooths the brightness threshold. 0 keeps a hard cutoff; 100 spreads the transition from zero to twice the threshold.

  • Type: float
  • Default: 50
  • Animatable: Yes
  • Range: [0, 100]

Usage​

Put Center on or behind the light source, then adjust Length and Decay for how far the rays reach. Animate Center to follow a moving light.

Source​

src/Beutl.Engine/Graphics/FilterEffects/LightRays.cs