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Direction and Movement

FXMaster uses geometric direction degrees:

Direction Degrees
East / Right
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.

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.

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.

Wind and Duststorm provide:

  • 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.

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.