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Ultraflares

$99.99

Released August 4, 2015
Version 1.1
15,218 views

This filter generates complex lens flares.

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Ultraflares is arguably the most powerful and sophisticated lens flare solution for Adobe Photoshop and compatible hosts. Backed by over a year and a half of research and development, Ultraflares boasts some of the most advanced and realistic lens flare features available today. Ultraflares comes packed with hundreds of presets including over 65 natural flares, over 60 stylized flares, over 35 glints and over 40 light leaks.

Ultraflares GUI. software_ultraflares_gui

Ultraflares packs some of the world’s most realistic lens flares, all modeled after existing real-world lens flares, anamorphic flares, glints and light leaks. As a matter of fact, Ultraflares’ technology has been built upon the careful study and research of real-world light phenomena thereby resulting in some of the most sophisticated flares available today.

Ultraflares presets are modeled after real-world lens flares. software_ultraflares_lensflare_example

Ultraflares offers unlimited power and flexibility through the assembly of lens flare objects in a hierarchical stack to produce any number of flare variations, with any amount of complexity. The artist can choose from a range of 13 realistically-modeled flare objects such as iris, multi-iris, spot glow, halo, ring, caustic, shimmer, lens orbs, spikeball, hoop, sparkle, streak and glow. Each object features its own massive set of specific variables allowing the artist to tweak just about any feature and produce just about any result.

Add focus to any image using sophisticated light flares. software_ultraflares_example01

Ultraflares ships with an easy-to-use, intuitive GUI boasting production-proven features. The stack can be easily navigated and any particular object can be renamed, deleted, duplicated, soloed, moved up, moved down, moved to the top or moved to the bottom easily and effortlessly with the click of a button. A powerful, built-in file browser provides super-fast, immediate flare load / preview. This efficiency results in increased productivity and faster lens flare development.

Ultraflares comes packed with natural flares, stylized flares, glints & light leaks. software_ultraflares_example02

Ultraflares provides a set of highly specialized transformation tools that allow for complex lens flare object movement. Each object can be free to move in all axes, horizontal only, vertical only, none (for light leaks), or custom (which controls the range of horizontal and vertical movement inherent to anamorphic flare behavior). A secondary distance controller provides additional positioning tweaks for horizontally-locked, vertically-locked objects or unmovable objects resulting in extremely natural flare movement.

Create killer anamorphic flares with complex movement. software_ultraflares_example03

Sophisticated transform operators result in hyper-realistic flare behavior. software_ultraflares_transform_controllers

Ultraflares features a powerful coloring engine allowing each and every object to be uniquely shaded by a single color, two blended colors based on screen location, two gradient colors, or a full spectral array. Each coloring mode features offsetting, scaling, saturation, and even spectral blending with the underlying color to reproduce distinctive natural phenomena such as solid colored rays with spectral ray ends. Ray-based objects extend coloring features even further by providing random ray-color controls.

Ultraflares is capable of generating virtually any type of flare or light effect. software_ultraflares_example04

Ultraflares offers a highly versatile multi-iris object with an insane limit of up to 1000 irises. Their positioning along the light vector can be random, even or semi-random while their spread can be clustered together or fully separated. Their corresponding color, intensity, size, offset, spherical aberration, feathering, light distribution and circular completion can be randomized to any particular degree for truly natural results. Each object carries it’s own adjustable random seed ensuring no to objects are ever alike.

Ultraflares specializes in photorealistic lens flares. software_ultraflares_example06

Powerful chromatic aberration features affect entire flare. software_ultraflares_chromatic_aberration_example

Ultraflares features stunningly-realistic iris effects such as spherical aberration, aberration scale, aberration offset and asymmetry for replicating ultra-realistic natural lens flares. Circular completion controls how much of the iris diameter (in degrees) is visible while light distribution, a new and truly unique feature specific to Ultraflares only, controls the illumination across the iris with it’s respective angle. Chromatic aberration can be globally applied to the entire flare while spectral coloring can work on any number of specific objects. Add subtle touches like iris edge ringing to push the realism to the next level.

Specific to Ultraflares only, light distribution produces ultra-realistic results. software_ultraflares_light_distribution_example

Ultraflares harnesses the power of Adobe Photoshop and allows the artist to automatically sample both the intensity and hue of the flare by clicking in the preview window. Darker parts of the image will dim the flare while image hues will color the flare accordingly. Global adjustments can be made on-the-fly and will impact all lens flare objects thereby affecting the entire lens flare as a whole. Some of these global settings include color, blending mode, position, center, intensity, scale, aspect, rotation, chromatic aberration and saturation.

Ultraflares can automatically sample image brightness and hue, realistically affecting the lens flare. software_ultraflares_example07

Ultraflares boasts an extremely powerful feature called triggering. Triggering allows any object’s setting to change according to the flare’s location. This results in very realistic flare behavior where the intensity may increase near the center of the screen, where chroma hoops may scale in size close to screen edges, and where streaks may flare out when located outside screen coordinates, for instance. Virtually any object variable can be triggered and thereby affected both positively or negatively using it’s own distinct trigger mask. Trigger masks can be inverted, modified and toggled to react to lens flare center points or lens flare emission points.

Ultraflares trigger masks affect objects according to location. software_ultraflares_trigger_axis

Ultraflares provides both object-specific and global blending modes. This means the artist can decide how each lens object should be composited with the previous one, and how the final flare should be composited with the image. This advanced precision in local and global compositing allows for particular flare objects to flare up and intensify while others maintain their fine details.

Ultraflares is easy to realistically integrate within your images. software_ultraflares_example08

Ultraflares brings the power of lens textures to the artist’s fingertips. Select any lens texture and watch as Ultraflares realistically illuminates the texture according to it’s lens flare color, location and structure. Choose Ultraflares’ own highly configurable procedural lens orbs object or use custom textures of any kind. Embedded custom textures in compatible file formats such as PSD allow Ultraflares to easily toggle between multiple textures.

Choose from multiple custom lens textures. software_ultraflares_lenstexture_sample

Ultraflares is much more than a lens flare plugin; it’s a full feature light studio. Not only does it allow the artist to produce sophisticated lens flares, but also the ability to generate a wide variety of complex camera lens effects, all modeled after real-world light phenomena.

Ultraflares has an unlimited number of applications including the generation of volumetric lights, glows, light glints, star filters, sun glows, star bursts, film burns & aberrations, light leaks, highlight accents, photo filters, bokehs, lens textures, and much, much more. It is an indispensable tool for 3D artists looking to push their 3D renders to the next level.

Add ultra-realistic light leaks to your images. software_ultraflares_example05

Ultraflares is a full feature light studio with realistically modeled light effects. software_ultraflares_light_leak_example

Ultraflares is the definitive solution for any hobbyist or professional digital artist, designer or photographer demanding cutting-edge, high-quality lens flares and light effects. Download the demo today.

Make your images epic with Ultraflares. software_ultraflares_example09

Ultraflares is 100% multi-threaded capable of using an unlimited number of cores for ultimate speed.

multithreading

Ultraflares supports both 8 bits / channel and 16 bits / channel color modes for professional workflows.

colordepth

Workflow

Ultraflares operates by combining various predesigned lens flare components together to create a complex lens flare. These components are called objects and the list of these combined objects is called the stack. The stack defines the lens flare in it’s entirety and due to its workflow, provides non-destructive modification. The stack is the most important part of the Ultraflares GUI and having a clear understanding of it’s operation will ensure you get the most out of the software.

software_ultraflares_stack

It is helpful to visualize the stack as a number of transparent, glass panes. Each time a new object is added, a new pane is placed on top of the previous one, combining the images on the panes into a lens flare. You can adjust the order of the panes by deleting, duplicating, renaming or disabling them. When the lens flare is applied to the image, the stack is essentially flattened into one pane and placed over the image.

Every object dropped into the stack holds its own unique set of parameters based on the type of object that it is. For instance, a glow object will have a gamma parameter (among many others) while an iris object will have a number of blades parameter (among many others). Each object can be meticulously adjusted using these parameters to reach the desired look intended. Additionally, each object may have it’s own set of transformation parameters. This describes how the object moves in relation to the lens flare light source. Some objects may be free to move in all axes, while others may be locked to horizontal or vertical axes. By combining various movement ranges together, lens flares can be designed to behave in very realistic ways.

The multi-iris object is the most complex object Ultraflares has to offer. Adding a multi-iris object will unlock an additional set of controls that affect the sub-objects in the multi-iris object such as intensity, sizing, positioning, etc.

Finally, each object also carries it’s own specific trigger mask. A trigger mask is a gradient that defines how objects behave according to what position they are at. Triggering opens up an infinite number of possibilities. For instance, an iris can scale up as it moves towards the screen edges, a glow can become brighter as it approaches screen center, or a streak can flare up when it leaves the screen altogether. Triggering is an extremely powerful tool for creating ultra-realistic lens flares. Each object’s trigger value is located to the right of it’s controller value and the trigger mask can be displayed by clicking on the Display Trigger button. Most triggering values range from 200 to -200 but the scale triggering value ranges from 1000 to -1000.

In addition to the object-specific parameters discussed above, Ultraflares also has global parameters. These parameters affect the entire lens flare as a whole and therefore they are not saved. For instance, the global scaling controller will scale all lens flare objects while the global flare center controllers will adjust the center-point of the lens flare that affects all objects. These global parameters are meant to be used as final adjustments for compositing the lens flare on the image. Perhaps the most important controller in this section is the blending mode controller that defines whether to composite the final lens flare using additive mode or screen mode. Depending on the image and the lens flare, the artist should select the more visually compelling mode. There is no right or wrong choice, rather what is more appropriate for the image. If the lens flare is blowing out too much, it is encouraged to use screen mode.


Workflow Tips

Glows are generally placed first in the stack. Unlike the rest of the objects, the glow object requires full-screen drawing and is therefore computationally expensive. If you do not require a large glow, consider using the spot glow object instead.

Lens Orbs are generally placed last in the stack. This is because lens orbs are illuminated by the previous objects in the stack. If it is placed first in the stack, there will be no previous objects available to illuminate it and it will therefore be invisible.

Ultraflares performs heavy computations and requires as many cycles of drawing as there are objects in the stack. As a result, the more objects that there are and the larger that the objects exist on screen, the slower the performance. If feedback is slow, reducing the preview window size will greatly improve response time.

A commonly-used method of non-destructive lens flare compositing is to apply the lens flare to a black frame and then set that frame to additive or screen mode over your original image layer. This will allow you to keep your lens flare on a separate layer and preserve your original image.


Stack Parameters

Object Selector: Specifies which object to add to the stack. Ultraflares currently supports 13 predesigned lens flare objects. Each object carries it’s own set of adjustable parameters. These objects include iris, multi-iris, spot glow, halo, ring, caustic, shimmer, lens orbs, spikeball, hoop, sparkle, streak and glow. Some objects will unlock additional controls such as the multi-iris object. As stated in the workflow tips above, glows tend to be placed first in the stack while lens orbs tend to be placed last.

Ultraflares object types software_ultraflares_objects

Stack: The stack lists the objects that make up the lens flare. Clicking on an object will update the GUI and display its specific parameters. Adjusting a parameter will update the object in the preview window.

software_ultraflares_stack_legend

Active: Toggles the object on and off. This is useful for disabling an object instead of deleting it which will ensure the object is saved but does not display in the lens flare.

Custom Attribute: Depending on which object is selected, this dropdown will display specific object-related options. Please review individual objects below to see what this parameter does in more detail.

Blending Mode: Specifies the blending mode used to composite each object onto the previous ones. It is important to understand the difference between these local blend modes and the global blend mode. These local blend modes describe how to composite each object with those below it in the stack. This differs from the global blend mode that describes how to composite the final lens flare with the image. The local blend modes are saved as they impact the lens flare structure while the global blend modes aren’t as they are meant to be chosen according to the image and lens flare used. Generally, one will stick to screen mode for compositing objects together as with additive mode they may blow out too quickly. However, an intense spot glow may be more dramatic with additive mode than with screen.

Transform Axis: Specifies which axis the currently-specified object is able to move in. Free allows the object to move unrestricted in both horizontal and vertical axes. Horizontal allows the object to move only horizontally. Vertical allows the object to move only vertically. None prohibits all object movement (this is generally reserved for light leaks). Custom allows the object to move horizontally and vertically only according to the horizontal and vertical ranges specified in the transform controllers. The transform controllers are the green-colored controllers and more information on these can be found further below.

Circular Completion Axis: Specifies whether circular completion auto-rotation should lock to lens flare center or lens flare light source. Please read further below for more information on circular completion.

software_ultraflares_cc_axis

Light Distribution Axis: Specifies whether light distribution auto-rotation should lock to lens flare center or lens flare light source. Please read further below for more information on light distribution.

software_ultraflares_ld_axis

Reseed: Generates a new number to initialize the pseudorandom number generator. Almost every Ultraflares object uses random numbers for generation. For instance, the multi-iris object randomizes intensity, position, color, scale, etc. By reseeding, one can regenerate new intensities, colors, scales, etc until a suitable one is found. The seed is object-specific. This means that changing the seed will only randomize the current object’s random parameters.

Name: Display the name of the currently-selected object. Any object can be renamed to something more descriptive for ease of use.


Stack Operators

The stack operators are used to move objects within the stack. This is helpful from an organizational standpoint so as to keep sets of objects together. Additionally, some objects are position-dependent such as the lens orbs and these may need to me moved to the end of the stack at one point or another. Finally, some operators may become enabled or disabled depending on which object is selected and its position in the stack.

software_ultraflares_stack_operators

Delete: Deletes the currently-selected object. Deletions cannot be undone.

Duplicate: Creates a copy of the currently-selected object (with the currently-specified parameters) and places it at the bottom of the stack.

Solo: Isolates and displays the currently-selected object only. This is useful for working with a specific object and displaying it without the rest of the lens flare for clarity.

Move Up: Moves the currently-selected object one position up in the stack.

Move Down: Moves the currently-selected object one position down in the stack.

Move Top: Moves the currently-selected object to the top of the stack.

Move Bottom: Moves the currently-selected object to the bottom of the stack.


Transform Controllers

The transform controllers are colored green for ease of identification. These controllers specify where the object will be placed along the light vector, and therefore how the currently-selected object will move. By assigning different transform parameters to different objects, one can create extremely complex lens flares that behave in very realistic ways. Certain transform controllers become enabled or disabled depending on the transform axis specified.

software_ultraflares_transform_controllers

Distance: This is the main (and most often used) transform controller. A value of 0 places the object at the light source whereas a value of 100 places the object at the end of the light vector. Distance is enabled when the transform axis is set to anything except none.

Distance 2: This is a secondary transform controller for placing horizontally or vertically locked objects along the light vector. A value of 0 places the object at the light source whereas a value of 100 places the object at the end of the light vector. Distance 2 is enabled when the transform axis is set to anything except free.

X Range: Specifies the horizontal movement range of an object. A value of 0 restricts all horizontal movement while a value of 100 allows all horizontal movement. X range is only enabled when the transform axis is set to custom.

Y Range: Specifies the vertical movement range of an object. A value of 0 restricts all vertical movement while a value of 100 allows all vertical movement. Y range is only enabled when the transform axis is set to custom.


Iris Object

software_ultraflares_iris

The iris object is determined mainly by the shape of the camera lens and can be best seen on out-of-focus highlights which assume the shape of the lens aperture. A lens with few aperture diaphragm blades (say 5) tends to produce pentagonal irises, whereas a lens with more aperture blades (say 7-8) tends to produce rounder (heptagonal/octagonal) irises. Ultimately, a higher number of aperture blades will produce more circular irises. In the custom attribute dropdown menu, the iris can be toggled between a circular or polygonal iris.

Intensity: Specifies the intensity of the iris.

Scale: Controls the size of the iris.

X Offset: Controls the horizontal position offset of the iris.

Y Offset: Controls the vertical position offset of the iris.

Aspect: Controls the aspect ratio of the iris. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the iris.

Y Stretch: Vertically stretches the iris.

Rotation: Controls the angle of the iris blades. Auto will automatically rotate the iris according to the flare position.

Blades: Controls the number of iris blades when the custom object attribute in the top menu is set to polygonal.

software_ultraflares_blades

Blade Curve: Controls the roundness of the iris blades.

software_ultraflares_blade_curve

Aberration: Controls the spherical aberration of the iris.

software_ultraflares_spherical_aberration

Aberration Scale: Controls the size of the spherical aberration of the iris.

software_ultraflares_spherical_aberration_scale

Aberration Offset: Controls the offset of the spherical aberration of the iris.

software_ultraflares_spherical_aberration_offset

Asymmetry: Controls the lens barrel optical vignetting of the iris.

software_ultraflares_asymmetry

Rings: Controls the intensity of the iris edge rings.

software_ultraflares_iris_rings software_ultraflares_iris_rings_example

Feather: Controls the softness of the iris.

software_ultraflares_feather

Light Distribution Intensity: Controls the intensity of the light distribution across the iris.

software_ultraflares_light_distribution software_ultraflares_light_distribution_example

Light Distribution Rotation: Controls the angle of the light distribution across the iris. Auto will automatically rotate the light distribution according to the flare position and will orient it to either the center or light source, depending on what setting the Light Distribution Axis in the top menu has been set to.

software_ultraflares_light_distribution_rotation

Circular Completion: Controls how much of the iris is visible throughout the circumference.

software_ultraflares_circular_completion

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

software_ultraflares_circular_completion_rotation

Circular Completion Feather: Controls the softness of the circular completion.

software_ultraflares_circular_completion_feather

Multi-Iris Object

software_ultraflares_multi-iris

The multi-iris object is identical to the iris object but instead of dealing with one iris, it generates an array of them. As a result, they both share the same parameters with an additional section that becomes unlocked when multi-iris is selected. This section of controllers is colored gray for ease of identification.

software_ultraflares_multi-iris_legend

The multi-iris object is especially useful for quickly creating clusters of irises that would have otherwise taken considerable time to produce one at a time. Using the multi-iris controls, they can be easily varied in intensity, scale, position, etc.

software_ultraflares_multi-iris_randomness

Iris Objects: Specifies how many iris objects to generate.

software_ultraflares_multi-iris_iris_objects

Position Randomness: Controls the randomness of the position of each iris along the light vector. A value of 0 places each iris object equal distance from one another along the light vector.

software_ultraflares_multi-iris_position_randomness

Spread: Controls how far apart the irises lie from each other along the light vector. A lower value clusters irises closer together.

software_ultraflares_multi-iris_spread

Color Randomness: Controls the randomness of the currently-selected color.

software_ultraflares_multi-iris_color_randomness

Intensity Randomness: Controls the randomness of the currently-selected intensity.

software_ultraflares_multi-iris_intensity_randomness

Scale Randomness: Controls the randomness of the currently-selected scale.

software_ultraflares_multi-iris_scale_randomness

Offset Randomness: Controls the randomness of the currently-selected X & Y offset.

software_ultraflares_multi-iris_offset_randomness

Aberration Randomness: Controls the randomness of the currently-selected spherical aberration.

software_ultraflares_multi-iris_spherical_aberration_randomness

Feather Randomness: Controls the randomness of the currently-selected feather.

software_ultraflares_multi-iris_feather_randomness

Light Distribution Randomness: Controls the randomness of the currently-selected light distribution.

software_ultraflares_multi-iris_light_distribution_randomness

Circular Completion Randomness: Controls the randomness of the currently-selected circular completion.

software_ultraflares_multi-iris_circular_completion_randomness

Spot Glow Object

software_ultraflares_spot_glow

The spot glow object is a small, concentrated light glow. Unlike the glow object, a spot glow is size dependent so a small one will be generated much faster than a standard glow which requires the full screen canvas. Spot glows are ideal for a wide variety of uses but some of the key ones are the hot flare centers or small light spots throughout the light vector.

Intensity: Specifies the intensity of the spot glow.

Scale: Controls the size of the spot glow. Be aware that large spot glows are as computationally expensive as glows.

X Offset: Controls the horizontal position offset of the spot glow.

Y Offset: Controls the vertical position offset of the spot glow.

Aspect: Controls the aspect ratio of the spot glow. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the spot glow.

Y Stretch: Vertically stretches the spot glow.

Rotation: Controls the angle of the spot glow, which becomes evident when using X or Y Stretch. Auto will automatically rotate the spot glow according to the flare position.

Gamma: Controls the gamma (midpoint grays) of the spot glow. Gamma is especially useful for generating hot & concentrated spot glow versus soft & diffused ones.


Halo Object

software_ultraflares_halo

The halo object is a circular, hollow shape that comes in the form of a halo disc or halo donut depending on the object’s custom attribute selected in the top menu. A halo object shares many of the same parameters of an iris object.

software_ultraflares_halo_donut

Intensity: Specifies the intensity of the halo.

Scale: Controls the size of the halo.

X Offset: Controls the horizontal position offset of the halo.

Y Offset: Controls the vertical position offset of the halo.

Aspect: Controls the aspect ratio of the halo. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the halo.

Y Stretch: Vertically stretches the halo.

Rotation: Controls the angle of the halo, which becomes evident when using X or Y Stretch. Auto will automatically rotate the halo according to the flare position.

Aberration: Controls the spherical aberration of the halo.

Aberration Scale: Controls the size of the spherical aberration of the halo.

Aberration Offset: Controls the offset of the spherical aberration of the halo.

Feather: Controls the softness of the halo.

Light Distribution Intensity: Controls the intensity of the light distribution across the halo.

Light Distribution Rotation: Controls the angle of the light distribution across the halo. Auto will automatically rotate the light distribution according to the flare position and will orient it to either the center or light source, depending on what setting the Light Distribution Axis in the top menu has been set to.

Circular Completion: Controls how much of the halo is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Ring Object

software_ultraflares_ring

The ring object will generate a ring with adjustable thickness and feather. By combining multiple ring objects together, complex natural shapes can be easily created.

software_ultraflares_ring_samples

Intensity: Specifies the intensity of the ring.

Scale: Controls the size of the ring.

X Offset: Controls the horizontal position offset of the ring.

Y Offset: Controls the vertical position offset of the ring.

Aspect: Controls the aspect ratio of the ring. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the ring.

Y Stretch: Vertically stretches the ring.

Rotation: Controls the angle of the ring, which becomes evident when using X or Y Stretch. Auto will automatically rotate the halo according to the flare position.

Thickness: Controls the thickness of the ring.

Feather: Controls the softness of the ring.

Light Distribution Intensity: Controls the intensity of the light distribution across the halo.

Light Distribution Rotation: Controls the angle of the light distribution across the ring. Auto will automatically rotate the light distribution according to the flare position and will orient it to either the center or light source, depending on what setting the Light Distribution Axis in the top menu has been set to.

Circular Completion: Controls how much of the ring is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Caustic Object

software_ultraflares_caustic

The caustic object creates a star-shaped pattern of focused light.

Intensity: Specifies the intensity of the caustic.

Scale: Controls the size of the caustic.

X Offset: Controls the horizontal position offset of the caustic.

Y Offset: Controls the vertical position offset of the caustic.

Aspect: Controls the aspect ratio of the caustic. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the caustic.

Y Stretch: Vertically stretches the caustic.

Rotation: Controls the angle of the caustic. Auto is always enabled for this object and will automatically rotate the caustic according to the flare position.

Distortion: Controls the star-shaped distortion of the caustic.

software_ultraflares_caustic_distortion

Aberration: Controls the spherical aberration of the caustic.

Aberration Scale: Controls the size of the spherical aberration of the caustic.

Aberration Offset: Controls the offset of the spherical aberration of the caustic.

Feather: Controls the softness of the caustic.

Light Distribution Intensity: Controls the intensity of the light distribution across the caustic.

Light Distribution Rotation: Controls the angle of the light distribution across the caustic. Auto will automatically rotate the light distribution according to the flare position and will orient it to either the center or light source, depending on what setting the Light Distribution Axis in the top menu has been set to.

Circular Completion: Controls how much of the caustic is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Shimmer Object

software_ultraflares_shimmer

The shimmer object is somewhat similar to the spikeball object but they are computed in very different ways. The shimmer object is always generated within a bounding box whereas the spikeball object is generated per ray. This means that if one requires a small number of rays it may be more effective to use a spikeball. In contrast, if one requires a large number of rays, it may be more effective to use the shimmer object as it will draw it’s bounding box size regardless of how many rays are required. Aesthetically, both objects feature similar results but the spikeball offers more ray customization.

software_ultraflares_shimmer_samples

Intensity: Specifies the intensity of the shimmer.

Scale: Controls the size of the shimmer.

X Offset: Controls the horizontal position offset of the shimmer.

Y Offset: Controls the vertical position offset of the shimmer.

Aspect: Controls the aspect ratio of the shimmer. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the shimmer.

Y Stretch: Vertically stretches the shimmer.

Rotation: Controls the angle of the shimmer. Auto will automatically rotate the shimmer according to the flare position.

Width: Controls the width of all shimmer rays.

software_ultraflares_ray_width

Rays: Controls the total number of all shimmer rays.

Angle Randomness: Controls the randomness of the currently-selected shimmer ray angle.

software_ultraflares_ray_angle_randomness

Intensity Randomness: Controls the randomness of the currently-selected shimmer ray intensity.

software_ultraflares_ray_intensity_randomness

Width Randomness: Controls the randomness of the currently-selected shimmer ray width.

software_ultraflares_ray_width_randomness

Circular Completion: Controls how much of the shimmer is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.

Lens Orbs Object

software_ultraflares_lens_orbs

In addition to the capability of using custom texture maps (more info on this below), Ultraflares also provides a lens orbs procedural object for creating out-of-focus lens dirt. The lens orbs object is based entirely upon the multi-iris object so they share common iris parameters, as well as the gray-colored multi-iris controls. However, lens orbs do not behave like other objects in that they cannot move. Additionally, lens orbs are tiled so offsetting them in the horizontal or vertical axis will result in a perpetually-repeatable texture. Using asymmetry on the lens orbs object will result in the unique and realistic cat’s eye bokeh. Lens orbs, like custom lens textures, can introduce an unparalleled level of realism to lens flares.

software_ultraflares_lens_orbs_sample

Please note that like the iris object, lens orbs also share the common object custom attribute in the top menu where one can specify circular or polygonal iris.

Finally, it is important to understand that lens orbs are illuminated by the previous objects in the stack. As a result, lens orbs should be placed last in the stack. If lens orbs is placed first (or early) in the stack, there will be an insufficient number of objects previous to it for illumination. Lens orbs will be illuminated by the color of the previous objects so violet streaks, for instance, will illuminate those parts of the lens orbs in violet whereas yellow glows will illuminate those parts of the lens orbs in yellow. This is based on how real-world lens dirt is illuminated.

Intensity: Specifies the intensity of the irises.

Scale: Controls the size of the irises.

X Offset: Controls the horizontal position offset of the irises.

Y Offset: Controls the vertical position offset of the irises.

Aspect: Controls the aspect ratio of the irises. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the irises.

Y Stretch: Vertically stretches the irises.

Rotation: Controls the angle of the irises, which becomes evident when using X or Y Stretch. Auto will automatically rotate the irises according to the flare position.

Blades: Controls the number of iris blades when the custom object attribute in the top menu is set to polygonal.

Blade Curve: Controls the roundness of the iris blades.

Aberration: Controls the spherical aberration of the irises.

Aberration Scale: Controls the size of the spherical aberration of the irises.

Aberration Offset: Controls the offset of the spherical aberration of the irises.

Asymmetry: Controls the lens barrel optical vignetting of the irises.

Feather: Controls the softness of the irises.

Light Distribution Intensity: Controls the intensity of the light distribution across the irises.

Light Distribution Rotation: Controls the angle of the light distribution across the irises. Auto will automatically rotate the light distribution according to the flare position and will orient it to either the center or light source, depending on what setting the Light Distribution Axis in the top menu has been set to.

Circular Completion: Controls how much of the irises are visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Spikeball Object

software_ultraflares_spikeball

The spikeball algorithm is very effective for producing singular rays. The spikeball object provides more control over each ray whereas the shimmer object provides more control over the entire object as a whole.

software_ultraflares_spikeball_samples

Intensity: Specifies the intensity of the spikeball.

Scale: Controls the size of the spikeball.

X Offset: Controls the horizontal position offset of the spikeball.

Y Offset: Controls the vertical position offset of the spikeball.

Aspect: Controls the aspect ratio of the spikeball. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the spikeball.

Y Stretch: Vertically stretches the spikeball.

Rotation: Controls the angle of the spikeball. Auto will automatically rotate the spikeball according to the flare position.

Width: Controls the width of all spikeball rays.

Rays: Controls the total number of all spikeball rays.

Angle Randomness: Controls the randomness of the currently-selected spikeball ray angle.

Intensity Randomness: Controls the randomness of the currently-selected spikeball ray intensity.

Length Randomness: Controls the randomness of the currently-selected spikeball ray length.

software_ultraflares_ray_length_randomness

Falloff: Controls the falloff curve of the spikeball ray width.

software_ultraflares_ray_falloff

Flare: Controls the flare of the spikeball ray.

software_ultraflares_ray_flare

Flare Randomness: Controls the randomness of the currently-selected spikeball ray flare.

software_ultraflares_ray_flare_randomness

Spread: Controls the spread of the spikeball rays.

software_ultraflares_ray_spread

Color Randomness: Controls the randomness of the currently-selected spikeball color.

software_ultraflares_color_randomness

Circular Completion: Controls how much of the spikeball is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Hoop Object

software_ultraflares_hoop

The hoop object creates a circle of radiating lines that streak through the center of the light source. It is often chromatic and therefore usually colored using the spectrum coloring mode. The hoop is a common lens flare object albeit quite peculiar in appearance and behaviorally different from the rest.

software_ultraflares_hoop_samples

Intensity: Specifies the intensity of the hoop.

Scale: Controls the size of the hoop.

X Offset: Controls the horizontal position offset of the hoop.

Y Offset: Controls the vertical position offset of the hoop.

Aspect: Controls the aspect ratio of the hoop. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the hoop.

Y Stretch: Vertically stretches the hoop.

Rotation: Controls the angle of the hoop, which becomes evident when using X or Y Stretch. Auto if always enabled for this object and will automatically rotate the hoop according to the flare position.

Width: Controls the width of the hoop rays.

software_ultraflares_hoop_ray_width

Rays: Controls the number of hoop rays.

Position Randomness: Controls the randomness of the hoop ray positions.

software_ultraflares_hoop_ray_position_randomness

Intensity Randomness: Controls the randomness of the hoop ray intensity.

software_ultraflares_hoop_ray_intensity_randomness

Length Randomness: Controls the randomness of the hoop ray length.

software_ultraflares_hoop_ray_length_randomness

Falloff: Controls the falloff curve of the hoop rays.

software_ultraflares_hoop_ray_falloff

Angle Randomness: Controls the randomness of the hoop ray angle.

software_ultraflares_hoop_ray_angle_randomness

Length: Controls the hoop ray length.

software_ultraflares_hoop_ray_length

Spread: Controls the spread of the hoop rays.

software_ultraflares_hoop_spread

Color Randomness: Controls the randomness of the currently-selected hoop color.

software_ultraflares_hoop_color_randomness

Circular Completion: Controls how much of the hoop is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Sparkle Object

software_ultraflares_sparkle

The sparkle object is a series of light rays that have broken up into smaller ones. Sparkles are great for adding substance to lens flares.

Intensity: Specifies the intensity of the sparkle.

Scale: Controls the size of the sparkle.

X Offset: Controls the horizontal position offset of the sparkle.

Y Offset: Controls the vertical position offset of the sparkle.

Aspect: Controls the aspect ratio of the sparkle. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the sparkle.

Y Stretch: Vertically stretches the sparkle.

Rotation: Controls the angle of the sparkle. Auto will automatically rotate the sparkle according to the flare position.

Width: Controls the width of all sparkle rays.

software_ultraflares_sparkle_ray_width

Rays: Controls the total number of all sparkle rays.

Position Randomness: Controls the randomness of the sparkle ray positions.

software_ultraflares_sparkle_ray_position_randomness

Intensity Randomness: Controls the randomness of the sparkle ray intensity.

software_ultraflares_sparkle_ray_intensity_randomness

Length Randomness: Controls the randomness of the sparkle ray length.

software_ultraflares_sparkle_ray_length_randomness

Falloff: Controls the falloff curve of the sparkle ray.

software_ultraflares_sparkle_ray_falloff

Angle Randomness: Controls the randomness of the sparkle ray angle.

software_ultraflares_sparkle_ray_angle_randomness

Length: Controls the sparkle ray length.

software_ultraflares_sparkle_ray_length

Spread: Controls the spread of the sparkle rays.

software_ultraflares_sparkle_spread

Color Randomness: Controls the randomness of the currently-selected sparkle color.

software_ultraflares_sparkle_color_randomness

Circular Completion: Controls how much of the sparkle is visible throughout the circumference.

Circular Completion Rotation: Controls the angle of the circular completion. Auto will automatically rotate the circular completion according to the flare position and will orient it to either the center or light source, depending on what setting the Circular Completion Axis in the top menu has been set to.

Circular Completion Feather: Controls the softness of the circular completion.


Streak Object

software_ultraflares_streak

The streak object is often the second most commonly-used object next to the glow. Streaks are a key component of anamorphic lens flares and by using the rotation controls, streaks can also be used to easily create glints and starbursts. The object custom attribute dropdown in the top menu provides four different streaks with varying falloff algorithms.

software_ultraflares_streak_types

Intensity: Specifies the intensity of the streak.

Scale: Controls the size of the streak.

X Offset: Controls the horizontal position offset of the streak.

Y Offset: Controls the vertical position offset of the streak.

Aspect: Controls the aspect ratio of the streak. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the streak.

Y Stretch: Vertically stretches the streak.

Rotation: Controls the angle of the streak. Auto will automatically rotate the streak according to the flare position.

Length: Controls the length of the streak.

Width: Controls the width of the streak.


Glow Object

software_ultraflares_glow

The glow object is the most important lens flare object. It should be included in every lens flare and usually as the primary object. Glows require full screen drawing so they can be computationally expensive. If one requires a smaller glow, it is recommended to use the spot glow object instead.

Intensity: Specifies the intensity of the glow.

Scale: Controls the size of the glow.

X Offset: Controls the horizontal position offset of the glow.

Y Offset: Controls the vertical position offset of the glow.

Aspect: Controls the aspect ratio of the glow. Aspect ratio is also useful for anamorphic flares.

X Stretch: Horizontally stretches the glow.

Y Stretch: Vertically stretches the glow.

Gamma: Controls the gamma (midpoint grays) of the glow. Gamma is especially useful for generating hot & concentrated spot glow versus soft & diffused ones.

software_ultraflares_glow_gamma

Coloring

Ultraflares features a powerful coloring engine allowing each and every object to be uniquely colored by a single color, two blended colors based on screen location, two gradient colors, or a full spectral array. Each coloring mode features color offsetting, color scaling, color saturation, and even spectral blending with the underlying color to reproduce distinctive natural phenomena such as solid colored rays with spectral ray ends. Ray-based objects extend coloring features even further by providing random ray-color controls.

software_ultraflares_color_legend

Color Mode Select: Specifies which coloring mode to use for the currently-selected object. Certain color controls will become enabled or disabled depending on what selection is made here.

software_ultraflares_color

Color Offset: Controls the shift of the colors when gradient or spectrum color mode is selected.

software_ultraflares_color_offset

Color Offset Randomness: Controls the random shift of the colors when gradient or spectrum color mode is selected. This mode only works on objects consisting of multiple rays.

software_ultraflares_color_offset_randomness

Color Scale: Controls the size of the colors when gradient or spectrum color mode is selected.

software_ultraflares_color_scale

Color Scale Randomness: Controls the random size of the colors when gradient or spectrum color mode is selected. This mode only works on objects consisting of multiple rays.

software_ultraflares_color_scale_randomness

Color Saturation: Controls the saturation of the colors when spectrum color mode is selected.

software_ultraflares_color_saturation

Color Saturation Randomness: Controls the random saturation of the colors when spectrum color mode is selected. This mode only works on objects consisting of multiple rays.

software_ultraflares_color_saturation_randomness

Color Spread: Controls the masking of the gradient or spectrum colors when gradient or spectrum color mode is selected. The masked areas will reveal the underlying color swatch 1. This feature is quite powerful and ideal for creating colored rays that require spectral ends.

Color Spread Feather: Controls the mask feather of the gradient or spectrum colors when gradient or spectrum color mode is selected.

software_ultraflares_color_spread

Reverse Spectrum: Reverses the spectrum color order.


Triggering

Ultraflares provides an impressive feature called triggering. A trigger mask is a gradient that defines how objects behave according to what screen location they are at. With triggering, an iris can scale up as it moves towards the screen edge, a glow can become brighter as it approaches screen center, or a streak can flare up when it leaves the screen altogether.

software_ultraflares_trigger_legend

Triggering is an extremely powerful tool for creating ultra-realistic lens flares. Each object’s trigger value is located to the right of it’s controller value and the trigger mask can be displayed by clicking on the Display Trigger button.

To use triggering, include a positive or negative value in the trigger box located to the right of any object’s value box. For instance, to increase the intensity of a glow near the center of the screen, set the glow intensity value to 100 and the glow’s intensity trigger value to 100, and invert the glow’s trigger mask so that the red mask is more opaque towards the center of the screen. Now, the trigger value of 100 will be added to the glow’s intensity value of 100 as the lightsource moves near the center of the screen, as described by the inverted trigger mask.

In another example, to increase the scale of a hoop near the edge of the screen, set the hoop scale value to 0 and the hoop’s scale trigger value to 100. In this case, we do not want to invert the hoop’s trigger mask because we want the red mask to be more opaque towards the edge of the screen. Now, the trigger value of 100 will be added to the hoop’s scale value of 0 as the lightsource moves near the edge of the screen, as described by the trigger mask.

Display Trigger: Displays the currently-defined trigger mask in the preview window. The trigger mask is displayed in red. Red parts describe which parts of the screen will influence the object.

Trigger Axis: Specifies the trigger mask axis. To Center will lock the trigger mask to the camera center while To Light will lock the trigger mask to the light source.

software_ultraflares_trigger_axis

Invert Trigger: Inverts the trigger mask.

software_ultraflares_trigger_invert

Trigger Gamma: Controls the gamma (midpoint grays) of the trigger mask.

software_ultraflares_trigger_gamma

Global Parameters

software_ultraflares_global_legend

The global parameters affect the entire lens flare as a whole, as opposed to individual objects. They are used primarily to tweak the final lens flare and control it’s compositing with the source image. Using global parameters, one can control the lens flare’s color, blend mode, position, center axis, intensity, scale, aspect ratio, rotation, chromatic aberration and saturation. Additionally, one can set up a lens texture, enable / disable the matte box and sample both intensity and color.

software_ultraflares_chromatic_aberration_example

Finally, the global parameters section also includes useful interface tools such as displaying stack numerics, center axes, and aspect ratio guides.

Active: Enables / disable the current lens flare.

Color Tint: Specifies a global color to colorize the lens flare. Specifying a color here will tint all objects in the lens flare with this color. It is useful for color correcting any lens flare to match the image.

Blend Mode: Specifies the blending mode to use for compositing the lens flare onto the image. The blending mode is often chosen according to the lens flare and image. If the image is relatively bright, and the lens flare is strong, additive mode may blow out the image too much and screen mode may be more desirable.

Black Background: Draws the lens flare over black instead of the background image. This is especially useful for building / editing flares which should be done over a black background for best visibility.

Display Numerics: Numbers the objects in the stack. This is useful to get an immediate report of how many objects are in the stack.

Display Center: Displays a cross in the preview window to show where the camera center currently lies. The camera center may be adjusted using the horizontal and vertical controls.

Fit To Preview: Forces the preview image to fit the largest possible image.

Guides: Displays various common industry aspect ratio guides.

Position X: Controls the horizontal flare position.

Position Y: Controls the vertical flare position.

Center X: Controls the camera’s horizontal center position.

Center Y: Controls the camera’s vertical center position.

Intensity: Controls the lens flare’s intensity.

Scale: Controls the lens flare’s size.

Aspect Ratio: Controls the lens flare’s aspect ratio.

Rotation: Controls the lens flare’s rotation.

Chromatic Aberration: Controls the lens flare’s chromatic aberration.

software_ultraflares_chromatic_aberration

Saturation: Controls the lens flare’s saturation.

Enable Lens Texture: Enables the use of a lens texture. Lens textures add a higher level of realism to lens flares. Ultraflares allows the use of any map to be used as a lens texture right within Photoshop. To use a lens texture, please review the Lens Textures section below.

Intensity: Controls the lens texture intensity.

Enable Matte Box: Enables the matte box. A matte box is a device used on the end of a lens to block the sun or other light source in order to prevent glare and lens flare. The effects of the matte box can be seen when the light source exits the screen extents. With the matte box disable, the lens flare will maintain it’s intensity. With the matte box enabled, the lens flare will lose it’s intensity the further it travels away from the screen extents, as specified by the fade parameter.

software_ultraflares_mattebox

Fade: Controls the matte box intensity distance. A low value will quickly reduce lens flare intensity while a high value will slowly reduce lens flare intensity.

Sample Intensity: When enabled, Ultraflares will read the pixel values of the source image in the preview window and intensify the lens flare accordingly. For instance, if the artist clicks on a dark sky to place the lens flare, the dark sky values will greatly reduce the lens flare’s intensity. Alternately, if the artist clicks on a bright star to place the lens flare, the bright star values will greatly increase the lens flare’s intensity. By clicking and dragging the mouse over the preview window, one will see the lens flare intensity continually adjusting itself in accordance with the source image luminance.

Sample Intensity Matrix: Specifies the sample intensity matrix. 1×1 will read every pixel’s unique values. 2×2 will return the average weight of 4 neighboring pixels. 3×3 will return the average weight of 9 neighboring pixels. Higher values will produce less flickery sampling.

Sample Color: When enabled, Ultraflares will read the pixel hues of the source image in the preview window and tint the lens flare accordingly. For instance, if the artist clicks on a blue sky to place the lens flare, the blue sky hues will tint the lens flare blue. Alternately, if the artist clicks on a yellow star to place the lens flare, the yellow star hues will tint the lens flare yellow. By clicking and dragging the mouse over the preview window, one will see the lens flare tint continually adjusting itself in accordance with the source image hues.

Sample Color Matrix: Specifies the sample intensity matrix. 1×1 will read every pixel’s unique values. 2×2 will return the average weight of 4 neighboring pixels. 3×3 will return the average weight of 9 neighboring pixels. Higher values will produce less flickery sampling.


Lens Textures

software_ultraflares_lenstexture_sample

Ultraflares uses custom lens textures stored as extra channels. The benefits of this is that the textures can be stored and saved with the image provided one uses a file format capable of storing these channels such as PSD, TGA, TIFF, etc. Another benefit is that multiple channels can be stored using particular file formats such as PSD, allowing the image to carry multiple lens textures from which Ultraflares can choose from. Lens textures are stored as grayscale maps which is ideal since the illumination of them depends on the lens flare colors, not the texture itself. To use a custom lens texture please follow the steps outlined below:

Ensure that your working layer is the base background layer in Photoshop. If not, you will need to flatten your layer into the background layer.

software_ultraflares_lenstexture_background

Click on the image channels.

software_ultraflares_lenstexture_channels

Click on the top, right-hand corner to create a new channel.

software_ultraflares_lenstexture_new_channel

A new channel prompt will appear. Click ok to create the new channel.

software_ultraflares_lenstexture_new_channel_prompt

A new channel will appear in the channels list.

software_ultraflares_lenstexture_new_channel_added

Copy and paste the lens texture into this new channel. Repeat above two steps for multiple lens textures.

software_ultraflares_lenstexture_new_channel_paste

Using the shift key, select all the channels and launch Ultraflares.

software_ultraflares_lenstexture_new_channel_select

The Enable Lens Texture button will now be accessible and depending on how many lens textures you have added, you can select them from the list. To see the lens texture, load a flare or drop in some objects such as a glow. The lens texture intensity can be adjusted with the intensity slider.

software_ultraflares_enable_lens_texture

Browser

Ultraflares provides a simplified, easy-to-use file browser for quick and immediate access to pre-saved flares.

software_ultraflares_browser

To use the browser, first load any lens flare using the load button. Ultraflares will scan the specified folder and display all existing lens flare filenames in the browser. Clicking on a filename will immediately load the lens flare. Loading another flare from a different folder will update the browser with a new scan from the new folder. Be careful as clicking on any flare in the browser will overwrite the current lens flare and settings.


Changelog

  • v1.0 – First release.
  • v1.1 – Fixed file access crashing bug in Windows 10.

  • Special Thanks

  • Martin Vicanek.
  • Mike James.
  • Andrew Myers.
  • This is a thumbnail gallery of the included natural flares that ship with Ultraflares. Natural Flares have been modeled after real-world lens flares and are categorized by camera brand, lens and f-stop.

    software_ultraflares_naturalflares_asahi_pentax_auto_akumar_55mm_f1.8_anamorphic software_ultraflares_naturalflares_canon_18mm_f5.6 software_ultraflares_naturalflares_canon_40mm_f2.8_iscorama_anamorphic software_ultraflares_naturalflares_canon_50mm_f1.4_anamorphic software_ultraflares_naturalflares_canon_50mm_f1.4_proskar-16_2x_anamorphic software_ultraflares_naturalflares_canon_50mm_petrascope_1.5x_anamorphic software_ultraflares_naturalflares_canon_eos_5dii_nikon_50mm_f1.8_anamorphic software_ultraflares_naturalflares_canon_eos_5dii_sankor_16-d_albinar_80mm_f4.5_anamorphic software_ultraflares_naturalflares_canon_eos_5diii_ef_24mm_f1.4 software_ultraflares_naturalflares_canon_eos_7d_ef_24mm_f4.0 software_ultraflares_naturalflares_canon_eos_30d_55mm_f3.5 software_ultraflares_naturalflares_canon_eos_50d_50mm_f14.0 software_ultraflares_naturalflares_canon_eos_60d_10mm_f16.0 software_ultraflares_naturalflares_canon_eos_400d_20mm_f2.8 software_ultraflares_naturalflares_canon_eos_500d_46mm_f5.0_anamorphic software_ultraflares_naturalflares_canon_eos_600d_10mm_f8.0 software_ultraflares_naturalflares_canon_eos_600d_18mm_f3.5 software_ultraflares_naturalflares_canon_eos_kiss_x_70mm_f4.5 software_ultraflares_naturalflares_canon_eos_rebel_t1i_10mm_f3.4 software_ultraflares_naturalflares_canon_eos_rebel_t1i_30mm_f20.0 software_ultraflares_naturalflares_canon_eos_rebel_t1i_55mm_f5.6 software_ultraflares_naturalflares_canon_powershot_g11_28mm_f2.8 software_ultraflares_naturalflares_elmo_skoda_4_icms_canon+takumar_105mm_anamorphic software_ultraflares_naturalflares_helios_44-28mm_cinevision_1.5x_anamorphic software_ultraflares_naturalflares_helios_44-m_58mm_f2.0 software_ultraflares_naturalflares_helios_58mm_f2.0 software_ultraflares_naturalflares_htc_mytouch_4g software_ultraflares_naturalflares_iphone4s software_ultraflares_naturalflares_iphone5s software_ultraflares_naturalflares_leica_ag_m9_50mm_f1.4 software_ultraflares_naturalflares_lomo_50mm_roundfront_anamorphic software_ultraflares_naturalflares_lomo_50mm_roundfront_scarlet_anamorphic software_ultraflares_naturalflares_mir_1b_37mm_f2.8 software_ultraflares_naturalflares_movietech_kowa_50mm_f2.3 software_ultraflares_naturalflares_nikon_43-86mm_ai_f3.5 software_ultraflares_naturalflares_nikon_50mm_f1.8_anamorphic software_ultraflares_naturalflares_nikon_d3_24mm_f2.8 software_ultraflares_naturalflares_nikon_d40_35mm_f1.8 software_ultraflares_naturalflares_nikon_d50_50mm_f1.8 software_ultraflares_naturalflares_nikon_d80_35mm_f1.8 software_ultraflares_naturalflares_nikon_d80_nikkor_50mm_f1.8_polarizer software_ultraflares_naturalflares_nikon_d90_10mm_f4.0 software_ultraflares_naturalflares_nikon_d90_18mm_f3.5 software_ultraflares_naturalflares_nikon_d90_18mm_f3.5_anamorphic software_ultraflares_naturalflares_nikon_d300_14mm_f2.8 software_ultraflares_naturalflares_nikon_d700_50mm_f1.2 software_ultraflares_naturalflares_nikon_d5100_17.5mm_f2.8 software_ultraflares_naturalflares_nikon_d7000_16mm_f4.0 software_ultraflares_naturalflares_nikon_d7000_18mm_f3.5 software_ultraflares_naturalflares_noritsu_koki_ez_controller software_ultraflares_naturalflares_olympus_20mm_f5.0 software_ultraflares_naturalflares_olympus_e-pl2_14mm_f2.8 software_ultraflares_naturalflares_olympus_zuico_50mm_f1.8 software_ultraflares_naturalflares_panasonic_gh1_24mm_f3.5_anamorphic software_ultraflares_naturalflares_panasonic_gh2_35mm_2x_iscorama_centavision_anamorphic software_ultraflares_naturalflares_panasonic_gh2_35mm_2x_iscorama_cinemorph_anamorphic software_ultraflares_naturalflares_panasonic_gh2_slr_magic_35mm_f1.4_anamorphic software_ultraflares_naturalflares_panasonic_gh2_slr_magic_35mm_f2.8_anamorphic software_ultraflares_naturalflares_panasonic_gh2_technovision_35mm_f1.4_anamorphic software_ultraflares_naturalflares_panasonic_gx1_olympus_45mm_f1.8 software_ultraflares_naturalflares_panasonic_lumix_dmc-g1_14mm_f3.5 software_ultraflares_naturalflares_pentax_k10d_18mm_f3.5 software_ultraflares_naturalflares_pentax_super-takumar_28mm_f3.5 software_ultraflares_naturalflares_sony_slt-a77v_dt_16mm_f2.8 software_ultraflares_naturalflares_vivitar_ultra_wideslim_22mm_f11.0 software_ultraflares_naturalflares_yashica_electro_35_45mm_f1.7

    This is a thumbnail gallery of the included stylized flares that ship with Ultraflares. Stylized flares have been based on real-world lens flares and are perfect for dramatic and impactful results.

    software_ultraflares_stylizedflares_abacus software_ultraflares_stylizedflares_amethyst_anamorphic software_ultraflares_stylizedflares_aquamarine software_ultraflares_stylizedflares_atomic_anamorphic software_ultraflares_stylizedflares_blueflash_anamorphic software_ultraflares_stylizedflares_bluevision_anamorphic software_ultraflares_stylizedflares_burnout software_ultraflares_stylizedflares_centaurus software_ultraflares_stylizedflares_chromatech software_ultraflares_stylizedflares_chrysocolla_anamorphic software_ultraflares_stylizedflares_combustion_anamorphic software_ultraflares_stylizedflares_countrysunset_anamorphic software_ultraflares_stylizedflares_crysis_anamorphic software_ultraflares_stylizedflares_diehard_anamorphic software_ultraflares_stylizedflares_diffraction software_ultraflares_stylizedflares_eclipse software_ultraflares_stylizedflares_entity_anamorphic software_ultraflares_stylizedflares_epicure_anamorphic software_ultraflares_stylizedflares_exothermic software_ultraflares_stylizedflares_extraterrestrial software_ultraflares_stylizedflares_firestorm_anamorphic software_ultraflares_stylizedflares_generic software_ultraflares_stylizedflares_goldeneye software_ultraflares_stylizedflares_greenlantern_anamorphic software_ultraflares_stylizedflares_halloween_anamorphic software_ultraflares_stylizedflares_heartbleed_anamorphic software_ultraflares_stylizedflares_heisenberg_anamorphic software_ultraflares_stylizedflares_helios software_ultraflares_stylizedflares_icenine software_ultraflares_stylizedflares_interstellar software_ultraflares_stylizedflares_kronosfire_anamorphic software_ultraflares_stylizedflares_kronosgalaxy_anamorphic software_ultraflares_stylizedflares_kronoslaser_anamorphic software_ultraflares_stylizedflares_kronosneon_anamorphic software_ultraflares_stylizedflares_kronossupernova_anamorphic software_ultraflares_stylizedflares_led software_ultraflares_stylizedflares_marvel_anamorphic software_ultraflares_stylizedflares_metallica_anamorphic software_ultraflares_stylizedflares_methylamine software_ultraflares_stylizedflares_moderndigital_anamorphic software_ultraflares_stylizedflares_mylar_anamorphic software_ultraflares_stylizedflares_navstar_anamorphic software_ultraflares_stylizedflares_plasma_anamorphic software_ultraflares_stylizedflares_pluto software_ultraflares_stylizedflares_purplehaze software_ultraflares_stylizedflares_purplepossum_anamorphic software_ultraflares_stylizedflares_sapphire_anamorphic software_ultraflares_stylizedflares_scope_anamorphic software_ultraflares_stylizedflares_streaker_anamorphic software_ultraflares_stylizedflares_sublime_anamorphic software_ultraflares_stylizedflares_sunkissed software_ultraflares_stylizedflares_sunstroke software_ultraflares_stylizedflares_super8_anamorphic software_ultraflares_stylizedflares_supernova software_ultraflares_stylizedflares_tactical_anamorphic software_ultraflares_stylizedflares_techra_anamorphic software_ultraflares_stylizedflares_tekken_anamorphic software_ultraflares_stylizedflares_tourmaline_anamorphic software_ultraflares_stylizedflares_transformers_anamorphic software_ultraflares_stylizedflares_trinity_anamorphic software_ultraflares_stylizedflares_ultraviolet_anamorphic

    This is a thumbnail gallery of the included glints that ship with Ultraflares. Glints have been based on real-world glints and are perfect for emphasizing small, bright flashes of light or specialized camera lens filters such as star filters.

    software_ultraflares_glints_armageddon software_ultraflares_glints_asymmetry software_ultraflares_glints_bionic software_ultraflares_glints_cannon software_ultraflares_glints_caravan software_ultraflares_glints_chromium software_ultraflares_glints_clandestine software_ultraflares_glints_dementia software_ultraflares_glints_dwarfstar software_ultraflares_glints_electric software_ultraflares_glints_fullmoon software_ultraflares_glints_gattaca software_ultraflares_glints_gotham software_ultraflares_glints_lumen software_ultraflares_glints_milkyway software_ultraflares_glints_molten software_ultraflares_glints_optefex_2mm_blue_star_filter software_ultraflares_glints_optefex_2mm_green_star_filter software_ultraflares_glints_optefex_2mm_orange_star_filter software_ultraflares_glints_optefex_2mm_pink_star_filter software_ultraflares_glints_paparazzi software_ultraflares_glints_predator software_ultraflares_glints_rail software_ultraflares_glints_razorsedge software_ultraflares_glints_scope software_ultraflares_glints_serenity software_ultraflares_glints_spectra software_ultraflares_glints_stonearch software_ultraflares_glints_sunglint software_ultraflares_glints_symbiotic software_ultraflares_glints_terminator software_ultraflares_glints_trombone software_ultraflares_glints_trueblue software_ultraflares_glints_vertica software_ultraflares_glints_warmglint software_ultraflares_glints_wildfire

    This is a thumbnail gallery of the included light leaks that ship with Ultraflares. Light leaks have been modeled after real-world light leaks and are perfect for adding natural light aberrations to your images. Additionally, light leaks can be used to creatively filter images similar to Instagram.

    software_ultraflares_lightleaks_amsterdam software_ultraflares_lightleaks_aurora software_ultraflares_lightleaks_beamer software_ultraflares_lightleaks_bluelagoon software_ultraflares_lightleaks_bokeh software_ultraflares_lightleaks_burnout software_ultraflares_lightleaks_cascade software_ultraflares_lightleaks_cellular software_ultraflares_lightleaks_cerebral software_ultraflares_lightleaks_confetti software_ultraflares_lightleaks_covenant software_ultraflares_lightleaks_deliverance software_ultraflares_lightleaks_firestorm software_ultraflares_lightleaks_hammerhead software_ultraflares_lightleaks_hazel software_ultraflares_lightleaks_immersion software_ultraflares_lightleaks_kepler software_ultraflares_lightleaks_kunzite software_ultraflares_lightleaks_melancholy software_ultraflares_lightleaks_miramax software_ultraflares_lightleaks_moongaze software_ultraflares_lightleaks_neptune software_ultraflares_lightleaks_paradigm software_ultraflares_lightleaks_plastine software_ultraflares_lightleaks_popcolor software_ultraflares_lightleaks_primer software_ultraflares_lightleaks_prism software_ultraflares_lightleaks_quarantine software_ultraflares_lightleaks_recursive software_ultraflares_lightleaks_spark software_ultraflares_lightleaks_speckle software_ultraflares_lightleaks_sunny software_ultraflares_lightleaks_tesla software_ultraflares_lightleaks_toxicity software_ultraflares_lightleaks_uncannyvalley software_ultraflares_lightleaks_valley software_ultraflares_lightleaks_velveteen software_ultraflares_lightleaks_vernacular software_ultraflares_lightleaks_warmestday software_ultraflares_lightleaks_wilbur software_ultraflares_lightleaks_x-files software_ultraflares_lightleaks_yellowsubmarine

    Installing this software is easy and only requires three simple steps:

    1 – Download the software by clicking on the Download Demo button located above on the software page. This will prompt you to save a .zip file on your computer.

    2 – Extract the contents from the .zip file and place the .8bf file into your host’s plugin folder. For instance, to install for Adobe Photoshop, place the .8bf file into the location shown below. You can make a sub-folder to keep your plugins organized, such as the one below. Please make sure 64 bit plugins such as these are placed in the corresponding 64 bit Adobe Photoshop plugin folder.

    software_installation_freeware


    3 – Launch Adobe Photoshop, open an image and click on Filter > Richard Rosenman > Filter Name. If the filter is grayed out, it may not support your current image color depth.

    software_run

    If you have purchased a commercial license, please review the activation section.

    If you have purchased a commercial license, you must activate your software. You can manually activate your software at any time by logging into your account. Activating this software is easy and only requires five simple steps:

    1 – Log into your account by clicking on the Account button in the top menu.

    software_account

    2 – Click on VIEW to display the order details containing the product you wish to activate.

    software_recent_orders

    3 – Enter your request code and click GENERATE LICENSE. Please see below for info on how to retrieve your request code.

    software_order_details

    Your request code can be found by clicking on the help button of the installed software.

    software_req_code

    4 – A file prompt will ask you to save the license file. You must save this license file in the same folder the plugin resides in.

    software_installation_commercial

    5 – Relaunch Adobe Photoshop, open an image and click on Filter > Richard Rosenman > Filter Name. If the filter is grayed out, it may not support your current image color depth.

    software_run

    In the titlebar, your software should now display REGISTERED. It is now unlocked and ready for use.

    software_registered

    This software is compatible with the following OS:

  • Windows 8 64 bit
  • Windows 8 Pro 64 bit
  • Windows 8 Enterprise 64 bit
  • Windows 7 Home Basic 64 bit
  • Windows 7 Home Premium 64 bit
  • Windows 7 Professional 64 bit
  • Windows 7 Enterprise 64 bit
  • Windows 7 Ultimate 64 bit
  • Windows Vista Home Premium 64 bit
  • Windows Vista Business 64 bit
  • Windows Vista Enterprise 64 bit
  • Windows Vista Ultimate 64 bit
  • Windows XP 64 bit
  • Windows XP Professional 64 bit
  • This software is compatible with the following hosts:

  • Any host capable of running Adobe Photoshop 64 bit compliant plugins
  • Adobe Photoshop (Version CS5 or higher, including CC) 64 bit
  • Adobe Photoshop Elements (Version 13 or higher, including CC) 64 bit
  • Adobe Illustrator (Version CS6 or higher, including CC) 64 bit
  • Computerinsel Photoline 64 (Version 16 or higher) 64 bit
  • CorelDRAW (Version X6 or higher) 64 bit
  • Corel Painter (Version 12.1 or higher) 64 bit
  • Corel Paint Shop Pro (Version X6 or higher) 64 bit
  • Corel Photo-Paint (Version X6 or higher) 64 bit
  • Paint.NET (with the PSFilterPdn plugin) 64 bit
  • Serif PhotoPlus (Version X6 or higher) 64 bit