Docs · Glow & rays
Anamorphic Streak
Cinematic anamorphic-lens streaks: horizontal light streaks growing from highlights, with optional lens ghosts mirrored about frame center, edge tinting, and chromatic dispersion.
| Version | 0.3.0 |
|---|---|
| Parameters | 17 |
| 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. |
Anamorphic Streak puts a cine lens’s flare signature on a plate you already shot: the long horizontal smear a wide-format lens throws off a hard specular, the counter-flares that come with it, and the cool cast that smear picks up out toward the sides of frame. It reads the picture rather than drawing over it — a finishing move you lay over a shot that is already lit and graded.
That means it wants something to chew on. Hard speculars are the fuel: practical lights, sun glints, headlights, chrome, LED panels. A plate whose brightest thing is a lit wall gives you nothing until you drop Threshold, and dropping it far enough to catch soft sources usually costs more than it returns — the whole frame starts smearing and the lens read goes with it. Better to hand the effect a plate with a real highlight in it, or to build one on its own layer.
The dials follow the picture. Threshold picks which highlights streak. The streak grows out of them in both directions along Streak Angle, reaching as far as Streak Length, colored by Edge Tint and Tint Strength toward the sides of frame, at the intensity Boost sets. The ghosts land mirrored about the frame center, so a light’s flare geometry is set by where that light sits in the frame — move the source, or reframe the shot, and the whole set moves with it.
The working rhythm follows the same order: set the gate until only the sources you want are passing, shape the streak, then bring the ghosts in — they are the loudest part of the effect and the easiest to overspend. Streak Only splits the flare onto its own layer for grading, masking or timing, and the three Master dials ride the finished look without disturbing the balance inside it.
Parameters
Threshold, streak & tint
Threshold decides what streaks — sources above it grow streaks, everything below is left alone. The shipping Threshold = 200 keeps lit faces and walls put while bulbs, glints and blown windows pass. Set it from above: raise until the streaks die, then walk back down to where only the sources you meant are firing. Threshold 120–160 brings softer sources in on a plate with no true speculars; 230–250 isolates the single hottest thing in a busy frame.
Threshold Soft decides how sharply that line is drawn. At low values a highlight is either in or out — fine on a locked frame, a problem on a light approaching camera or a glint rolling across chrome, where the source crosses the gate mid-shot and its streak snaps on between two frames. Threshold Soft 25–40 turns the line into a band, at the cost of a little spill from sources sitting just under the gate.
Streak Length sets how far the smear reaches, in comp pixels rather than a share of the frame — the same value covers less of a bigger comp, which is what Master Scale is for. Streak Length 60–120 is the restrained photographic version on an HD comp; 200–350 reads as a deliberate lens choice. The slider stops at 500 and the hard range at 1000, hero-glint and abstract territory rather than footage.
Streak Angle tilts the pair off horizontal. Leave it at 0 for the true anamorphic read — any tilt you can see is a tilt the audience can see. Streak Angle 3–8 is the exception, enough to follow a rolled horizon or a raked product edge. The slider stops at 45 in each direction.
Boost drives the streaks’ intensity and ships at Boost = 0. The working zone is narrower than the slider suggests: most looks land in Boost 8–25, and the travel above that is headroom for a deliberate white-out. Judge it on a moving frame — a streak that reads as restrained on a hold reads as hot once the source is traveling. Master Amount multiplies it, so ride one or the other.
Edge Tint and Tint Strength color the streak, weighted by horizontal distance from the frame center: no cast down the center column, the full Edge Tint color out at the edges. That across-frame gradient is why raising Tint Strength doesn’t read as a flat recolor. The default Edge Tint is the familiar cool blue and Tint Strength = 50 is a cast you can see without the shot turning blue; 65–85 is the stylized version. On a warm plate — sodium street lights, firelight, tungsten practicals — set Edge Tint into the shot’s own palette, or the blue fights the grade.
Ghosts, output & quality
14 params
The ghosts are the counter-flares — the second image a lens makes when light bounces between elements instead of going straight through. Each copy lands mirrored about the frame center, so you place them by placing the light: a source near the left edge throws its ghosts out to the right, a source near center barely separates from itself, and a reframe rearranges the whole set. When a ghost lands somewhere you can’t have it, fix the framing or the source rather than the dials.
Ghost Count sets how many, Ghost Count = 0 through 5, with zero switching the term off. Ghost Count 2–3 is the tasteful zone on footage — glass, not a lens test — and 3 is the default. Save Ghost Count = 5 for a hero glint you want the audience to notice.
Ghost Spacing spreads that set out. At Ghost Spacing = 0 the copies sit almost on top of each other and read as one bright artifact; raise it and they fan apart along the line from the highlight through the frame center. The default 50 is a readable spread; Ghost Spacing 70–90 is the long train, one glint throwing a row of flares across the frame.
Ghost Brightness sets how much weight the ghost set carries and ships at 30. Ghost Brightness 20–40 stays believable on footage; above that the ghosts compete with whatever the shot is actually about.
Ghost Chroma is the dispersion dial: a color fringe on each copy instead of a neutral blob, the detail that most separates a lens ghost from a blurred dot. Ghost Chroma 20–40 is the glass look and 25 is the default; Ghost Chroma = 0 leaves the ghosts neutral, and 60 and up reads as deliberate color separation rather than a lens.
Streak Only drops the source image and outputs the streak and ghost energy alone — the compositing route. Duplicate the plate, switch it on for the top copy, blend with Add or Screen, and the flare becomes a pass you can grade, mask, blur, retime or fade without touching the picture underneath. It is also the easiest way to audition a gate.
Quality trades render cost against fidelity across Q1 to Q4, with Q2 shipping as the default: Q1 for scrubbing a heavy comp, Q2 for building the look, Q4 for the final render. It earns its cost most when Streak Length is long, so check a frame at Q4 before trusting a cheap setting.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| License | button | — | — | — |
| Threshold | slider | 0–320 (hard 0–512) | 200 | — |
| Threshold Soft | slider | 0–100 | 10% | — |
| Streak Length | slider | 0–500 (hard 0–1000) | 120 | — |
| Streak Angle | slider | -45–45 (hard -180–180) | 0 | — |
| Boost | slider | 0–100 (hard 0–200) | 0 | — |
| Edge Tint | color | — | RGB 107, 173, 255 | — |
| Tint Strength | slider | 0–100 | 50% | — |
| Ghost Count | slider | 0–5 | 3 | — |
| Ghost Spacing | slider | 0–100 | 50% | — |
| Ghost Brightness | slider | 0–100 | 30% | — |
| Ghost Chroma | slider | 0–100 | 25% | — |
| Streak Only | checkbox | — | off | — |
| Quality | popup | — | Q2 | Q1 · Q2 · Q3 · Q4 |
Master
3 params
Three macro dials ride the look you already built. Master Amount multiplies Boost and Ghost Brightness, Master Scale multiplies Streak Length and Ghost Spacing, Master Complexity scales Ghost Count, and 100 is neutral on all three. The suite law applies: ride either a Master dial or the dials it folds, never both, or the scaling doubles up.
Master Scale moves a look between comp sizes, since Streak Length is an absolute reach rather than a share of the frame. It fans the ghost set wider at the same time, so re-check the ghosts after a big move — or type the new Streak Length when you want the streak resized on its own.
Master Complexity lands on whole ghosts, so it steps rather than sweeps: from Ghost Count = 4, Master Complexity = 50 gets you two. A thinning tool, not something to keyframe — animated, it pops from one count to the next.
Master Amount pushes or pulls the effect as a whole. It multiplies the two dials rather than the rendered result, so the balance you set between streak and ghosts survives the move. For a flare that has to arrive and leave on a cue, put the effect on a Streak Only pass and keyframe that layer’s opacity instead — it fades streaks and ghosts together and lands exactly where you put the keys.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| Master Amount | slider | 0–200 (hard 0–400) | 100% | — |
| Master Scale | slider | 0–200 (hard 0–400) | 100% | — |
| Master Complexity | slider | 0–200 (hard 0–400) | 100% | — |
Examples
Night-drive headlights on cine glass
Oncoming headlights and practicals streak laterally on a night exterior, and nothing else in the plate lifts
- Apply Anamorphic Streak to the footage layer and find the gate before anything else. Raise
Thresholduntil every streak disappears, then walk it back down until the headlights, bulbs and hottest signage come back — on a typical night exterior that lands nearThreshold= 210, with wet asphalt and lit storefronts staying out of it. - Set
Threshold Soft= 30. Oncoming lights get brighter as they close, so they cross the gate partway through the shot; with a hard line their streaks arrive between two frames, and that arrival is the single most recognizable tell in the whole effect. - Shape the smear:
Streak Length= 150 withBoost= 12. Enough lateral reach that each light clearly throws, short enough that two cars passing don’t merge into one bar of light across the frame. - Color it: leave
Edge Tinton its cool blue and setTint Strength= 60. The cast rides horizontal distance from the frame center, so a car picks the blue up as it runs out toward the edges and drops it as it crosses the middle — that shift across the width of the frame is the behavior you’re actually buying. - Ghosts, kept quiet:
Ghost Count= 2,Ghost Spacing= 45,Ghost Brightness= 22,Ghost Chroma= 30. Two fringed counter-flares per light. A five-ghost stack on a moving night exterior is a lens test, not a shot. - Judge the whole thing at speed, not on a held frame. Streak energy that looks polite on a still reads bright once traffic is moving through it, and
Boost= 12 is usually enough on a plate this hot.
Variations: if lit windows keep passing the gate, take Threshold to 235 and let the headlights carry the shot alone. For the stylized version, Streak Length = 300 with Boost = 18, then pull Tint Strength back toward 40 so the longer streaks don’t wash the frame blue.
Ghost train off a sun glint
One hard sun glint on water or chrome throws a fanned set of counter-flares across the frame
- Isolate the glint. A daylight exterior has a dozen near-highlights competing, so start at
Threshold= 240 and only lower it if the kick you want isn’t passing. One source in, one flare geometry out. - Keep the streak out of the way:
Streak Length= 90. This recipe is about the ghosts, and a long smear from the same source will sit on top of them. - Build the train:
Ghost Count= 5 withGhost Spacing= 80. The copies fan out along the line that runs from the glint through the frame center, which is why an off-center glint gives you a longer, more legible row than a centered one. - Set the weight:
Boost= 16 for the streak’s energy, thenGhost Brightness= 35 for how much the ghosts carry. Check them together on the same frame — the two land in the same picture, so a ghost balance you liked at one energy is worth a second look after you move it. Ghost Chroma= 35 puts a color fringe on each copy — the difference between a row of lens ghosts and a row of gray dots.- Now look at the frame, not the effect. The train is placed by where the glint sits, so if it runs across a face or a logo, change the shot — reframe, or find the take where the glint sits lower — rather than dimming the ghosts until they stop mattering.
- If five is too much for the cut,
Master Complexity= 60 thins it to three without touching the spacing and brightness you just balanced.
Variations: drop Ghost Spacing to 40 for a tight cluster near the source instead of a train across the frame; or add a second instance gated at Threshold = 180 with Ghost Count = 0 and a long Streak Length for a soft veiling smear underneath the sharp flares.
Practical lights as a separate streak pass
An interior's practicals get their flare on a layer of its own, so it can be graded, masked and timed apart from the plate
- Duplicate the plate. Apply Anamorphic Streak to the top copy, check
Streak Only, and blend that copy with Add. The picture below is untouched; everything above it is a pass you can mask, blur, retime, or throw away without redoing the shot. - Set the gate on the pass, where it is easiest to read: with the source dropped, whatever is still visible is exactly what passed.
Threshold= 225 on a normally exposed interior leaves the practicals and kills the lit surfaces around them. - Shape it hot:
Streak Length= 260,Boost= 18. A pass can carry more energy than an in-place version, because the blend mode and the layer opacity are both downstream of it — you are choosing the raw material here, not the final level. Streak Angle= 5 if the camera is rolled or the fixtures hang on a raked line; a few degrees is enough to sit the streaks into the shot. Leave it at 0 whenever the horizon is level — the horizontal is the whole read.Tint Strength= 45, softer than you’d set it in place. The pass is going to be graded with everything else, and a heavy cast baked into it takes that flexibility back.- Finals:
QualitytoQ4— a streak this long is where the cheap settings show. Delivering at 4K, setMaster Scale= 200 rather than retyping the length, then re-check the ghosts, since that dial fans them wider at the same time. - Time it on the layer. Keyframe the pass layer’s opacity for a flare that has to bloom on a cue and fall away after. If the grade comes back and the whole pass is too hot, pull
Master Amountto 70 instead of rebalancingBoostandGhost Brightnessagainst each other.
Variations: mask the pass to the fixtures so the streaks never lift the background; or stack a second pass at Streak Length = 450 and low opacity, blurred, for the wide veiling flare that sits under the sharp one.