Fire
Procedural top-down fire with flame spread, turbulence, glow, smoke, heat, and distortion.
Environmental filters change the Scene surface or atmosphere. They can cover the full Scene, be limited to Regions, and be moved within the effect stack.
| Reference | Value |
|---|---|
| Package | FXMaster+ |
| Effect kind | Filter effect |
| Category | Environmental |
| Runtime type | fire |
| Exposed parameters | 26 |
Fire filter overview
Section titled “Fire filter overview”The Fire filter creates a continuous top-down flame field. It is separate from the Fire particle effect, which uses individual flame sprites and supports Manual Placement.
Build the flame field
Section titled “Build the flame field”Set Scale and Flame Spread first, then tune Density, Speed, Intensity, and Opacity. Wind Strength, Turbulence, and Flicker control how the flame field moves.
Color layers
Section titled “Color layers”Fire exposes separate Inner Flame, Outer Flame, Core Flame, and Smoke Color controls. This supports standard flame colors or stylized treatments such as green, blue, or spectral-looking fire without forcing one tint across the complete filter.
Secondary layers
Section titled “Secondary layers”Glow, Smoke, Heat, and Heat Distortion are separate layers. Their values compound, so add them one at a time while the complete map, tokens, and effect stack are visible.
Important controls
Section titled “Important controls”- Scale: Changes the overall scale of the procedural fire pattern across the canvas.
- Flame Spread: Controls how far the flame field extends from its anchored base into the viewed area.
- Density: Controls how much of the Fire pattern is visible across the canvas.
- Intensity: Controls the brightness, density, and visual force of the procedural flames.
- Glow: Controls the brightness and spread of the light-like glow around the flames.
- Smoke: Amount of top-down smoke haze generated by the Fire filter. 0 disables smoke.
- Heat Distortion: Strength of heat shimmer distortion. Higher values create more visible scene warping around the fire.
Setup notes
Section titled “Setup notes”- Scale and Flame Spread establish the flame field before Density and Speed are tuned.
- Inner Flame, Outer Flame, Core Flame, and Smoke Color can be adjusted independently for ordinary or stylized fire palettes.
- Glow, Smoke, Heat, and Heat Distortion are separate layers and should be raised incrementally.
Bundled preset usage
Section titled “Bundled preset usage”No bundled preset currently uses this effect directly. Add it through Filter Effects or the Direct Effect API.
Parameters
Section titled “Parameters”The table combines the settings available for this effect in Scene and Region contexts. Scene-only and Region-only badges identify controls limited to one context. Hover or focus an info button to see what the parameter changes on the canvas. Select it to keep the card open. Each card also includes the default, range or choices, context, availability, API key, and control type.
fire API typeHover or focus an info button to see what the parameter changes on the canvas. Select it to keep the card open. Context badges identify Scene-only and Region-only controls; unbadged parameters are available in both. Hover or focus an availability condition to highlight the parameter that controls it.
| Parameter | Control | Default | Range or choices | Availability |
|---|---|---|---|---|
Below Tokens belowTokens | checkbox | Off | — | Always |
Below Tiles belowTiles | checkbox | Off | — | Always |
Below Foreground belowForeground | checkbox | Off | — | Always |
Levels levelsScene only | scene-levels | All Levels | — | Always |
Inner Flame innerColor | color | #fff4b8 (enabled) | — | Always |
Outer Flame outerColor | color | #ff5a18 (enabled) | — | Always |
Smoke Color smokeColor | color | #9a938a (enabled) | — | Always |
Core Flame coreColor | color | #fff7df (enabled) | — | Always |
Scale dimensions | range | 0.75 | 0.1–1 · step 0.01 | Always |
Flame Spread height | range | 0.8 | 0.01–1 · step 0.01 | Always |
Density density | range | 0.5 | 0–1 · step 0.01 | Always |
Speed speed | range | 0.15 | 0–1 · step 0.01 | Always |
Intensity intensity | range | 0.55 | 0–1 · step 0.01 | Always |
Opacity opacity | range | 0.8 | 0–1 · step 0.05 | Always |
Wind Strength wind | range | 0.3 | 0–1 · step 0.05 | Always |
Turbulence turbulence | range | 0.5 | 0–1 · step 0.05 | Always |
Flicker flicker | range | 0.5 | 0–1 · step 0.05 | Always |
Glow glow | range | 1 | 0–1 · step 0.01 | Always |
Smoke smoke | range | 0 | 0–1 · step 0.025 | Always |
Heat heat | range | 0.65 | 0–1 · step 0.05 | Always |
Heat Distortion distortion | range | 1 | 0–1 · step 0.05 | Always |
Sound FX soundFxEnabled | checkbox | Off | — | Always |
Sound FX Sounds soundFxManualSoundIds | multi-select | Rule default | — | |
Darkness Activation darknessActivationEnabled | checkbox | Off | — | Always |
Darkness Activation Range darknessActivationRange | range-dual | {"min":0,"max":1} | 0–1 · step 0.01 | |
Edge Fade % fadePercentRegion only | range | 0 | 0–1 · step 0.01 | Always |
Direct-effect API example
Section titled “Direct-effect API example”The Direct Effect API creates a separate row shown through Manage API Effects. Add a stable apiMacro_…_p or apiMacro_…_f ID when later macro calls need to update or stop the same row.
const created = await FXMASTER.api.effects.play({ filters: [{ "id": "apiMacro_wikifire_f", "type": "fire", "options": { "dimensions": 0.49, "height": 0.5, "speed": 0.15, "intensity": 0.55, "turbulence": 0.5, "glow": 1 } }],});
await FXMASTER.api.effects.filters.stop(created.filters);For complete API behavior, scene targeting, stack ordering, and toggle groups, see the Direct Effect API guide.