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Already tried out Google, not one single video or forum helped me till now.

Emission is not glowing in the editor, only Eevee glowing there.

The nodes, already tried out the Alpha, Noisy, Threshold, Imagine etc.

Cycles Render

Eevee Render

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    $\begingroup$ What do you mean by "...in the editor"? For Cycles, you need the compositor Glare node as shown in screenshot 1. It only works post-render (F12), not in real-time in the viewport like Eevee's Bloom effect. $\endgroup$
    – Blunder
    Mar 30, 2022 at 19:58
  • $\begingroup$ "not in real-time in the viewport like Eevee's Bloom effect." Exactly what i need, no way to enable this in the 5 million buttons? $\endgroup$
    – TheFrieber
    Mar 30, 2022 at 20:05

2 Answers 2

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Cycles tries to replicate real life - in real life, light doesn't "bloom" without something to show it - namely a volume of some sort. If you want to the glare to show in the viewport, you need to add a volume surrounding your emission lights:

Volume1

You can also add texture to the glare by texturing the volume:

Volume2

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  • $\begingroup$ It's working in the Viewport shading Material preview mode, anyway to use this in the render preview too? $\endgroup$
    – TheFrieber
    Mar 31, 2022 at 12:06
  • $\begingroup$ It should work in render preview as well. If you cannot see the "fog glow" in rendered preview, you might need to increase the volume density, or increase the emission strength. $\endgroup$ Mar 31, 2022 at 12:11
  • $\begingroup$ oh im stupid, applyed to the wrong object, sry. $\endgroup$
    – TheFrieber
    Mar 31, 2022 at 12:16
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The Glare effect works fine in the Compositor for both Cycles and Eevee. If you don't want to use the Compositor you can get this effect in Eevee with the Bloom option. In Cycles you don't have any Bloom option, that said you can use some tricks like:

  • Volumetrics: Create a cube that contains your scene and give it a material with a Volume Scatter (with a low Density value) plugged into the Output Volume:

enter image description here

  • Layer Weight: Create a sphere that contains your object and give it a material that is a mix between an Emission and a Transparent node, with a Layer Weight (Facing) as factor:

enter image description here

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