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Particles and Filters

FXMaster divides environmental presentation into two broad effect kinds. Both can be Scene-wide, Region-local, layered, gated by darkness or Scene Levels, saved in macros, and controlled through the public API.

Particles are visible objects or procedural elements moving through the scene. Examples include Rain, Snow, Clouds, Bats, Embers, Fish, and Autumn Leaves.

Particles are the right choice when the viewer should perceive discrete moving subjects. Their common controls include:

  • Scale, speed, lifetime, density, and alpha.
  • Direction, spread, lateral movement, orbit, and synchronized direction.
  • Top-down rendering for overhead maps.
  • Shadows, token avoidance, token trails, or persistent background surfaces.
  • Layer placement below tokens, tiles, or foreground coverage.

Filters process the rendered Scene or a masked portion of it. Examples include Bloom, Color, Fog, Lightning, Water, Wind, Fire, and Aurora Borealis.

Filters are the right choice when the scene itself should appear distorted, graded, illuminated, displaced, or covered by continuous environmental material.

A filter’s options are more effect-specific, but commonly include:

  • Color, opacity, strength, dimensions, speed, and direction.
  • Procedural pattern controls such as turbulence, waves, streaks, noise, or refraction.
  • Audio awareness or token trails.
  • Region masking and stack position.

Particles and filters can be combined when both are needed:

Scene goal Particle Filter
Heavy storm Rain, Clouds, or Hail Lightning, Fog, or Duststorm
Underwater map Bubbles or Fish Underwater or Water
Wildfire Embers or Fire particles Fire, Color, or Bloom
Frozen environment Snow or Snowstorm Ice or Color
Magical anomaly Stars or Magic Crystals Glitch, Bloom, or Aurora Borealis

A Scene effect covers the scene according to its normal canvas mask. A Region effect uses the Region’s shape and elevation rules. Suppression behaviors can remove Scene particles or filters only inside designated Regions.