This creates a burst of light. The secret of which is a scattering media.
#declare shine_size = 3; // size of burst #declare approx_rays = 41; #declare ray_factor = 44; // 44 gives an accurate approx_rays == real ray count union { sphere { 0,shine_size hollow pigment { rgbt 1 } interior { media { scattering { 1, .2 extinction .1 } samples 50,100 } } } light_source { 0, 1 fade_distance 2 fade_power 2 } sphere { 0, 1 clipped_by { union { #declare Angle1 = 0; #declare Angle2 = 0; #while(Angle2 < 180) sphere { y, .1 rotate <Angle2, Angle1> } #declare Angle2 = Angle2 + (180/approx_rays); #declare Angle1 = Angle1 + ray_factor; #end inverse } } no_image no_reflection scale .1 } // this sphere would look like a wiffle ball translate 5*z // this moves the burst away from the camera }