Direction and Movement
FXMaster uses geometric direction degrees:
| Direction | Degrees |
|---|---|
| East / Right | 0° |
| North / Up | 90° |
| West / Left | 180° |
| South / Down | 270° |
| Northeast | 45° |
| Northwest | 135° |
| Southwest | 225° |
| Southeast | 315° |
The Preset API also accepts compass strings such as north, sw, left, or down.
Directional movement
Section titled “Directional movement”Creature and ambient particles may expose a Directional Movement toggle. When disabled, the effect can use its natural wandering or procedural behavior. When enabled, direction, spread, and lateral movement shape the path.
- Direction establishes the main vector.
- Spread allows particles to deviate from that vector.
- Lateral Movement adds side-to-side variation without changing the destination direction.
Orbit circulates particles around a focal area. Orbit Distance controls how far the path extends from the center. It is useful for Bats around a tower, Birds above a battlefield, Fireflies around a clearing, or Clouds around a focal point.
Synchronized direction
Section titled “Synchronized direction”Compatible particles and filters include Synchronized Direction. When enabled, Wind or Duststorm direction changes also update the linked effect. This keeps Clouds, Fog particles, the Fog filter, Rain, Snow, Autumn Leaves, Summer Leaves, Embers, and other supported effects moving with the same wind direction.
The synchronized effect retains its own speed, density, scale, and presentation controls.
Direction randomization
Section titled “Direction randomization”- Base direction.
- Direction randomization amount.
- Randomization radius.
- Time between direction changes.
Small randomization produces evolving weather without obvious turns. Large values are better for magical or chaotic scenes.
Preset speed and density overrides
Section titled “Preset speed and density overrides”The Preset API supports named relative multipliers:
| Value | Multiplier |
|---|---|
very-low |
0.0 |
low |
0.5 |
medium |
1.0 |
high |
1.5 |
very-high |
2.0 |
Numeric multipliers are also accepted and are clamped to the registered effect ranges.