Docs · Glow & rays
Glint Bloom
Star sparkles on highlights: compact multi-pointed glints with animated twinkle, a soft disc glow, and optional color fringe.
| Version | 0.3.0 |
|---|---|
| Parameters | 21 |
| GPU | On the GPU (Metal), with a CPU fallback. Nothing to configure. |
| Hosts | After Effects 2020 or later (2025 or later recommended). macOS 11 or later, Apple Silicon and Intel. |
Glint Bloom puts star sparkles on the hottest points in the frame: compact multi-pointed glints, each with a soft disc at its center, an animated twinkle, and an optional color fringe. It’s the small end of the light-artifact family. Where long streaks read as something happening inside a lens, a glint reads as the object itself catching light — glitter, frost, cut stone, a moving water surface, the specular dot in an eye.
The gate is what makes it behave. Threshold ships deliberately high, so on ordinary footage almost nothing passes and only the true speculars turn into stars — that’s what separates a sparkle pass from a bloom pass: a bloom lifts every pixel above its gate, Glint Bloom only marks points. Threshold Soft widens the gate from a hard step into a ramp, so pixels sitting near the line contribute partially instead of popping in and out as the plate moves under them.
What survives the gate gets drawn rather than blurred. Spike Count spokes radiate out to Spike Length, Rotation turns the whole pattern at once, and Core Size sets the soft disc underneath that gives each glint its weight. Those two scales are the character dial: a short spike over a visible disc reads as glitter, a long spike over a small disc starts reading as a star filter. Chromatic Fringe then adds a spectral edge along the spokes, the prism break real cut surfaces throw.
Twinkle is why a field of these doesn’t look like a texture. Twinkle Amount modulates each glint’s energy over time, but the animation runs per glint with its own offset — a few hundred sparkles on water all breathe at their own moment instead of pulsing in lockstep, which is exactly the failure mode a hand-built sparkle layer has. Twinkle Speed sets the rate, and Twinkle Phase offsets the whole cycle — the handle for landing a hero glint’s brightest moment where you want it, or for pulling a second stacked instance out of step with the first.
Parameters
The gate and the star
Threshold decides what sparkles, and its default of 232 is high on purpose — only the hottest points in the plate get through, which is what keeps the effect reading as jewelry instead of a haze. Lower it toward 180 for a busier field (wet asphalt, a glitter costume, chop on water), and keep it up above 240 when you want a single hero highlight to be the only thing that stars.
Threshold Soft ramps that gate. At low values the cutoff is close to a step and highlights snap in and out as they cross it; Threshold Soft 20–40 is the range that stops flickering on moving footage without dragging the whole plate into the sparkle field. Raise it before you lower Threshold — a softer gate usually fixes a sparse field more gracefully than a lower one.
The star itself is three dials. Spike Count sets the number of spokes, from Spike Count = 2 (a clean two-point flash) through the default 4, up to Spike Count = 16 for a dense burst. Spike Length is the reach in pixels, and it is the dial most likely to break the illusion — keep Spike Length under about 40 and it reads as glitter, push past 60 and you’ve built a star filter instead. Core Size is the soft disc beneath the spokes; the default 3 gives each glint a center to hang off, and Core Size 6–10 makes each sparkle feel like a light rather than a point.
Rotation turns every glint in the frame together, in degrees. It re-aims the spokes without changing the star’s shape, so what actually changes is the relationship between the spokes and the plate’s own lines — audition it against the shot rather than computing a number. The useful move is usually small: on locked-off shots a few degrees off axis (Rotation 5–15) is all it takes to stop the pattern from looking stamped on, because the spokes stop agreeing with the product’s or the frame’s edges. Larger values are for plates with a strong diagonal you want the spokes to cut across; the slider stops at ±90, and the hard range takes it to a half turn in either direction.
Twinkle
Twinkle Amount is off by default, and turning it on is what separates a sparkle field from a decal. It modulates each glint’s energy over time, and the animation is desynchronized per glint — a hundred highlights on a water surface each hit their peak at their own moment instead of breathing together. Twinkle Amount 40–80 is the lively zone; below 20 you get a faint shimmer that survives a slow dolly, and at 100 glints drop close to nothing between peaks, which reads as hard scintillation rather than sparkle.
Twinkle Speed sets the rate, with the default 1 as the effect’s base tempo. Twinkle Speed 0.4–0.8 is a slow jewelry breathe for a locked-off product shot, and Twinkle Speed 2–4 is agitated chop or fast glitter. Rate and amount trade against each other — a fast twinkle at high amount strobes, so when you push Twinkle Speed past 2, pull Twinkle Amount back toward 40.
Twinkle Phase offsets the entire cycle without changing its rate. Two uses: land the brightest moment of a hero glint on a specific frame by walking the offset until it reads, and stack two instances of Glint Bloom at different Twinkle Phase values so a doubled field never has its two passes agreeing. Keyframing it is a third — a ramp on Twinkle Phase drives the shimmer by hand, retimable and easable in a way Twinkle Speed isn’t. The slider stops at ±180, but the dial accepts values out to ±3600, which is the room a long hand-driven ramp needs.
Color and output
17 params
Chromatic Fringe breaks color along the spokes — the prism split a real cut surface or a wet edge throws when it catches a light. It’s off by default. Chromatic Fringe 15–35 is the range where it registers as material rather than as an effect; past 60 the spokes read as three colored stars stacked, which is a deliberately synthetic look. On a diamond or a frost crystal, a little fringe does more for believability than any amount of extra Spike Length.
The color triad grades the glints by tonal zone. Shadows, Midtones, and Highlights all default to white, which is the neutral law — leave them there and the glints take the color of whatever they came from. Move one at a time and watch the result: tinting a single zone splits the glint’s color by brightness, which is how you get a sparkle that is cool where it’s faint and honest where it’s hot, or the reverse, without touching the plate. Small moves read strongly here, because the eye takes a glint for a light source and expects it near white — a tint you can name by looking at it is usually already too far.
Boost is the energy dial, and at its default 0 the glints render at their natural level off the gate. It is also the dial Master Amount multiplies, so raising it off 0 is what gives that macro something to ride — a fresh instance has a Master Amount slider with nothing under it. Boost 10–30 is the working zone for footage — enough to make the sparkles sit forward without blowing the spokes into flat white. Push toward Boost = 60 or higher for graphics and title work, where you want the glints to be the subject rather than a texture.
Glint Only drops the source image and outputs only the sparkle pass. That’s the compositing route: put Glint Bloom on a duplicate layer with Glint Only on, blend it over the plate, and you can grade, offset in time, or mask the sparkles independently of the shot. Quality steps the render across four levels — work at Q1 or Q2 while you dial the gate on a heavy comp, and set Q4 for the final render.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| License | button | — | — | — |
| Threshold | slider | 0–320 (hard 0–512) | 232 | — |
| Threshold Soft | slider | 0–100 | 10% | — |
| Spike Count | slider | 2–16 | 4 | — |
| Spike Length | slider | 0–120 (hard 0–500) | 24 | — |
| Core Size | slider | 0–12 (hard 0–50) | 3 | — |
| Rotation | slider | -90–90 (hard -180–180) | 0 | — |
| Twinkle Amount | slider | 0–100 | 0% | — |
| Twinkle Speed | slider | 0–4 (hard 0–10) | 1 | — |
| Twinkle Phase | slider | -180–180 (hard -3600–3600) | 0 | — |
| Chromatic Fringe | slider | 0–100 | 0% | — |
| Shadows | color | — | RGB 255, 255, 255 | — |
| Midtones | color | — | RGB 255, 255, 255 | — |
| Highlights | color | — | RGB 255, 255, 255 | — |
| Boost | slider | 0–100 (hard 0–200) | 0 | — |
| Glint Only | checkbox | — | off | — |
| Quality | popup | — | Q2 | Q1 · Q2 · Q3 · Q4 |
Master
4 params
Four macro dials ride the look you’ve already built, all neutral at 100. Master Amount multiplies Boost — so it is the dial to keyframe when the glints should arrive with a reveal, once Boost is doing something. Boost ships at 0, and a multiplier over 0 is still 0, so Master Amount has nothing to scale on a fresh instance no matter where you drag it. Set your level on Boost first, then hand the ride to Master Amount. Master Scale multiplies Spike Length and Core Size together, which keeps the spike-to-disc ratio you dialed in: build the glint at one resolution, then take a 1080p look to a 4K comp with a single value.
Master Complexity scales Spike Count. Because spoke count is a whole number, this one steps rather than glides — Master Complexity = 200 doubles a four-point star to eight — so treat it as a coarse switch between shapes, not an animation surface. Master Speed drives the twinkle rate, which is the right handle for retiming: slow a sparkle field for a slow-motion shot with Master Speed = 40 and the shimmer stretches without you re-dialing Twinkle Speed.
The suite rule applies here too: ride either a Master dial or the dial it folds. Animating Master Amount and Boost at the same time multiplies the change twice, and the result rarely looks like what either curve says.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| Master Amount | slider | 0–200 (hard 0–400) | 100% | — |
| Master Scale | slider | 0–200 (hard 0–400) | 100% | — |
| Master Speed | slider | 0–200 (hard 0–400) | 100% | — |
| Master Complexity | slider | 0–200 (hard 0–400) | 100% | — |
Examples
Cut-stone sparkle on a product shot
A ring or bottle whose speculars throw real jewelry glints, with nothing else in the frame lifting
- Apply Glint Bloom to the product layer and leave
Thresholdat its default 232 first — on a lit product shot that usually passes only the facet hits, which is what you want to see before you tune anything. If too few points star, drop toThreshold= 210 rather than reaching forBoost. - Stop the gate from flickering as the stone turns:
Threshold Soft= 25. Facets cross the threshold constantly on a moving hero, and the ramp is what keeps them from strobing on and off. - Shape the glint small and weighted:
Spike Count= 4,Spike Length= 18,Core Size= 4. Short spokes over a visible disc is the jewelry read; long spokes over a small disc is a star filter, which is a different shot. - Break the grid with
Rotation= 12 so the spokes don’t line up with the product’s own edges, then addChromatic Fringe= 22 — the prism split is most of what sells “faceted stone” over “white star drawn on.” - Bring it to life:
Twinkle Amount= 50 atTwinkle Speed= 0.6. Slow is correct here — the sparkle should follow the object’s motion, not vibrate independently of it. - Set the level last:
Boost15–25 puts the glints forward of the plate without flattening the spokes to white.
Variations: raise Spike Count to 6 and drop Spike Length to 12 for a denser, softer “diamond dust” read; or tint Highlights a hair warm to match a gold setting while Shadows stays neutral.
Sun sparkle across a water surface
A wide plate of chop where hundreds of highlights twinkle independently, and the water still reads as water
- Apply Glint Bloom to the plate and open the gate for a field rather than a hero:
Threshold= 185 withThreshold Soft= 35. The soft ramp matters more here than anywhere — chop parks hundreds of highlights right at the gate and drags them back and forth across it frame to frame, and a hard gate turns that into a plate full of points blinking on and off. - Keep every glint tiny.
Spike Length= 14,Core Size= 2,Spike Count= 4. At this density the individual shape barely registers; what registers is how many points there are and how they behave, so spend your budget on count, not on size. - Turn the field on:
Twinkle Amount= 70,Twinkle Speed= 1.8. Because the twinkle runs per glint, the surface scintillates instead of pulsing — that desync is the entire reason this reads as sunlight on water and not as an overlay. - Hold the level down:
Boost= 12. A sparkle field wants to be dense and dim, not sparse and hot; if the water looks blown, lowerBoostbefore you touchThreshold. - For slow motion, don’t retime the twinkle by hand — set
Master Speed= 35 and the whole shimmer stretches with the shot while amounts stay put. - Doubling the density: duplicate the layer, set
Twinkle Phase= 90 on the copy, and nudge itsThresholddown a few points. Two passes that never agree read as one much busier surface.
Variations: tint Highlights slightly warm and Shadows slightly cool so the field carries the sky’s own split; or push Twinkle Amount to 100 for hard scintillation on a distant horizon line.
A cold frost sparkle pass
Ice or frost crystals that sparkle on a separate layer you can grade, offset, and mask independently
- Duplicate the plate and apply Glint Bloom to the copy, then check
Glint Only— the layer now carries the sparkle pass alone, and the untouched plate below stays your grade reference. - Gate for crystal facets, not for the general sheen of ice:
Threshold= 245,Threshold Soft= 18. Frost has a lot of near-bright surface, and a high gate is what stops the whole surface from turning into stars. - Build a cold, brittle glint:
Spike Count= 6,Spike Length= 22,Core Size= 2.5. Six thin spokes over a small disc is the frost shape — more spokes than jewelry, less disc than a practical light. - Add
Chromatic Fringe= 30. Ice refracts hard, so this is one of the few cases where an obvious fringe is the accurate answer rather than a stylization. - Grade the pass cold: tint
Highlightsa pale cyan andShadowsa deeper blue, leavingMidtoneswhite so the centers don’t go muddy. Because this is its own layer, you can also just drop a color correction on top — but doing it in the effect keeps the fringe and the tint consistent. - Set the level before you animate it:
Boost= 20.Master Amountfolds ontoBoostby multiplication, so this is the number the ride scales — leaveBoostat its shipping 0 and aMaster Amountkeyframe moves nothing at all. - Ride the whole pass in: keyframe
Master Amountfrom 0 to 100 as the frost forms, so the field arrives with the ice instead of being there from frame one. SetQualitytoQ4before you render.
Variations: blend the pass with an add-style blending mode and pull its layer opacity for a subtler frost; or stack a second copy carrying the same Boost at Spike Length = 60 and Master Amount = 40, so a few crystals throw long spokes at well under the main pass’s level.