Glow
Fake bloom, baked into the paint. Swipe it over a line you already painted and the middle brightens while its color bleeds into the texture around it.
Paint a line in one color, then swipe the Glow brush along it. The dense middle of that line gets brighter while its color washes out into the bare texture beside it, the way a lit filament blooms. It reads everything it spreads out of the pixels underneath the brush, so it never introduces a color of its own, and it writes into the active layer in place.
Glow works on paint that is already down, which is why the option bar carries the line "Paint something first". Lay a stroke, then swipe Glow over it.
Option bar
Three chips, each named for the thing it actually moves rather than for how much glow you get. Size and Opacity are the shared viewport sliders, as on every other brush.
- Spread - 0 to 100 percent. How far the light travels out from the paint it came from. It is measured in TEXELS, not on the model, so the same stroke glows a shorter distance in world terms on a densely packed UV chart than on a generously packed one. Raise it on a dense chart. Low keeps a tight rim against the edge of the line, and high throws a soft wash well past it.
- Glow - 0 to 100 percent. How much brighter the dense middle of the paint gets. The brush finds the center by itself, because the spine of a line is where the most paint is packed around a pixel, so there is nothing to aim.
- Falloff - 0 to 100 percent. How softly the brush's OWN edge fades, exactly as on the Blur brush. This is not the glow's falloff, it is where the tool stops acting. Keep it high: a glow with a crisp circular edge reads as a stamp rather than as light.
Notes
- The halo settles. Hold the brush still and the spread reaches a stable width instead of creeping across the model for as long as you hold the button.
- The core keeps building, on purpose. Dwell in one place and the middle keeps climbing toward white, which is what a real bloom does. Let go before it gets there if you want to keep the hue.
- One undo step per submesh per stroke, and the camera is locked while a stroke is held, the same as the Blur family.
- This is painted into the texture and it exports with it, so the glow shows up in every engine exactly as you painted it.