# Bloom

Glow · mip chain

Bright light scatters in glass, in the eye and in the air, so it spills past its own edges. Bloom gives your highlights that spill, from a tight sparkle to a wide haze, with rays, color and motion.

## Controls

### Main

- **Intensity** (hero knob, 0.00× to 2.00×, rests at 0.70×). The hero. How bright the glow is, up to twice the light.
- **Threshold** (Knob, 0.00 to 1.00, rests at 0.62). How bright a part must be to glow. Lower and more of the picture blooms.
- **Knee** (Knob, 0.00 to 1.00, rests at 0.50). How gently the threshold rolls in. Low is a hard cutoff. High lets nearly bright parts glow a little.

### Shape

- **Radius** (Knob, 0.25% to 10.0%, rests at 1.3%). How far the glow reaches, from a sparkle to a tenth of the frame.
- **Falloff** (Knob, 0.00 to 1.00, rests at 0.40). Low keeps one tight size of glow. High blends many sizes for a long, soft tail.
- **Anamorphic** (Fader, V 1.00 to H 1.00, rests at 0). Pulls the glow sideways toward **H** or up and down toward **V**, like anamorphic glass.

### Color

- **Tint hue** (Hue fader, 0° to 360°, rests at 29°). The color **Tint** pulls toward.
- **Tint** (Knob, 0 to 100, rests at 0). How much the glow takes on the tint color.
- **Saturation** (Knob, 0% to 200%, rests at 100%). How colorful the glow is. 0% is white light, 200% is rich color.
- **Outer hue** (Hue fader, 0° to 360°, rests at 216°). The outer color for Two-tone.
- **Two-tone** (Knob, 0 to 100, rests at 0). Two-tone. The tint color stays in the tight core, and the outer hue takes over where only the wide glow reaches.

### Source

- **Source** (Switch: Brightness / Color). What glows. **Brightness** is every bright part. **Color** keys one hue, even when it isn't the brightest thing.
- **Key hue** (Hue fader, 0° to 360°, rests at 198°). The hue that glows when Source is Color.
- **Key range** (Knob, 0 to 100, rests at 30). How wide a band of hues counts as the key.
- **Center** (Fader, -100 to +100, rests at 0). Leans the glow toward the center of the frame, or out toward the edges.

### Character

- **Spectral** (Knob, 0 to 100, rests at 0). Spectral. Red spreads wider than blue, so the glow gets warm fringes, like glass that focuses each color at its own distance.
- **Hot core** (Knob, 0 to 100, rests at 0). Lights burn white at their centers.
- **Haze** (Knob, 0 to 100, rests at 0). A wide haze over the frame that lifts the blacks, like smoke in the room.
- **Lens dirt** (Knob, 0 to 100, rests at 0). Smudges on the lens that light up in the haze.
- **Grain** (Knob, 0 to 100, rests at 0). Grain inside the glow.
- **Banding** (Knob, 0 to 100, rests at 0). Steps the glow into bands, like an old low-color render.

### Rays

- **Rays** (Knob, 0 to 100, rests at 0). Light streams out from the aim point through the bright parts, like sun through haze.
- **Length** (Knob, 0 to 100, rests at 50). How far the rays run.
- **Rays X** (Knob, 0 to 100, rests at 50). Where the rays come from, across. Set both on the aim screen.
- **Rays Y** (Knob, 0 to 100, rests at 65). Where the rays come from, up and down.

### Motion

- **Persistence** (Knob, 0 to 100, rests at 0). Persistence. The glow lingers behind anything that moves.
- **Breathe** (Knob, 0 to 100, rests at 0). The glow swells and falls with the loop.
- **Rate** (Select: 1× / 2× / 4×). How many breaths a loop. 1×, 2× or 4×.
- **Shimmer** (Knob, 0 to 100, rests at 0). The glow shivers frame to frame, like heat in the air.

### Buttons

- **Flash** (Pulse button). Press it and the glow surges, then settles.
- **Strobe** (Pulse button). Press it and the glow strobes fast, then settles.
- **Blind** (Pulse button). Press it and the threshold drops away, so the whole picture blooms for a moment.

### Output

- **Blend** (Select: Add / Soft / Screen). How the glow meets the picture. **Add** is the strongest. **Soft** and **Screen** go easier on parts that are already bright, so they don't blow out.
- **View** (Select: Result / Bloom only / Mask). **Result**, the glow alone with **Bloom only**, or **Mask** to see what's above the threshold.

## Presets

- **God Rays**: Light through haze: the bright parts stream out from the aim point.
- **Sunset Two-Tone**: Gold at the core, magenta where the glow spreads out.
- **Retro Bands**: A stepped, banded glow like an old 8-bit render.
- **Grainy Glow**: The glow carries grain.
- **Center Stage**: Only the middle of the frame blooms.
- **Edge Glow**: The edges bloom and the middle stays crisp.
- **Heat Shimmer**: A haze that shivers frame to frame.
- **Soft Dream**: A wide glow blended soft, so it never blows out.
- **Neon Only**: Only the magenta neon blooms; everything else stays crisp.
- **Spectral Glow**: Red spreads wider than blue: warm fringes around the light.
- **Hot Cores**: Lights burn white at the center.
- **Smoky Room**: A wide haze that lifts the blacks, and dirt on the lens.
- **Light Trails**: The glow lingers behind anything that moves.
- **Pulse**: The bloom breathes twice a loop.
