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Living Shadows

Environmental reference
FXMaster+Filter effectAPI type: livingshadows
Preview shows Living Shadows with glowing eyes and mouths

Animated tendrils and humanoid shadows with glowing eyes and mouths, automatic appearances, manual placement, and token-directed reaching.

Living Shadows draws animated shadow shapes over the map rather than creating tokens or using the silhouettes of existing tokens. It can fill a Scene, stay inside a Region, or use manually placed shadows.

Reference Value
Package FXMaster+
Effect kind Filter effect
Category Environmental
Runtime type livingshadows
Exposed parameters 49

With Manual Placement off, the effect generates shadows across the Scene or Region. Tendrils and Humanoid Silhouettes select the available types. With both enabled and Appearance Frequency above 0, each appearance has an equal chance of using either type rather than always placing both together.

Control What to adjust
Scale Size and spacing of automatic shadow clusters.
Density How many cluster positions contain shadows. At 0, no automatic shadows render.
Visible Time (Seconds) Time at full visibility, not including the fades.
Fade Time (Seconds) Duration of each fade-in and fade-out.
Appearance Frequency Pause between appearances; higher values shorten the pause. At 0, automatic humanoids are hidden, but tendrils can still appear.
Speed Pace of motion. It does not shorten the configured Visible Time or Fade Time; 0 freezes motion and the appearance timers.

Movement adjusts stepping and limb actions, Shadow Reach changes the length of the silhouettes, and Sway changes their bending. Use Tendril Creepiness for more hesitant, uneven tendril movement, or lower it for smoother motion.

Tendril Styles offers Creeping Tendrils, Branching Roots, Hooked Tentacles, and Shadow Wisps. Branching adds side shoots and smaller forks; Tendril Thickness changes their width.

Humanoid Styles offers Slender, Gaunt, Hunched, Broad, Cloaked, and Wraith silhouettes. Select one style for a consistent look or several for variety. A shadow keeps its form during an appearance, and manual placements keep their saved style selections.

Tint, Opacity, and Edge Softness control how the shapes blend with the artwork. Tint is disabled by default, producing black shadows rather than applying the saved tint color.

Enable the Apply switch beside Glowing Tendril Eyes, Glowing Humanoid Eyes, or Glowing Mouth to add that feature, then choose its color. All three are disabled by default. Their glow is part of the filter, not a Foundry light source.

Tendril eyes have their own intensity, frequency, and duration. They appear along the stems and branches and can blink while moving with the tendrils. Increasing Tendril Eyes Frequency also allows more eyes per cluster.

For humanoids, Mouth Style selects Smile, Frown, or both. Mouth Width controls how wide the expression becomes.

When Glowing Mouth and Glowing Humanoid Eyes are both enabled, the eyes follow Mouth Frequency and Mouth Duration (Seconds). The separate eye frequency and duration controls are hidden in that case. Eye and mouth intensity remain independent, and the eyes can still blink within the shared appearance. Setting Mouth Frequency to 0 stops both synchronized features.

Enable Living Shadows and Manual Placement through Filter Effects or an FXMaster: Filter Effects Region behavior. Choose the shadow type and appearance before placing it.

Control Action
Place Click the map to add a shadow using Placement Direction, or drag from its anchor toward the desired facing.
Delete Click near a saved shadow anchor to remove that placement.
Clear Remove saved placements for the current Scene or Region behavior.

Placement Direction uses 0 degrees for right, 90 for up, 180 for left, and 270 for down. Right-click or press Escape to leave the placement tool. Placements are saved as they are added or removed; there are no separate Undo or Save placement buttons.

Each placement keeps its type, size, facing, tint, opacity, selected styles, movement settings, eye and mouth settings, and token interaction settings. Changing those controls prepares the next placement rather than modifying shadows already placed. Delete and replace an existing shadow to give it different settings.

Tendrils and Humanoid Silhouettes still show or hide saved shadows of their type. Layer placement, Scene Levels, darkness visibility, and Region display controls remain shared. Region placements must be inside that Region and belong to that specific behavior.

Density, Visible Time (Seconds), Fade Time (Seconds), and Appearance Frequency are hidden in Manual Placement. Saved shadows remain present while the effect and their type are enabled, subject to the shared visibility controls and their saved opacity. Their movement and glowing features continue using their saved settings.

Enable Token Interaction to let shadows reach toward nearby visible tokens. Interaction Radius sets the detection distance in grid spaces; Reach Frequency controls how often they extend, pause, and withdraw; Reach Strength controls the amount of turning and extension. Shadow Reach also affects the silhouette length.

Automatic humanoids can turn toward tokens. Manually placed humanoids keep their saved facing while reaching. Tokens must be visible and within the effect’s Region and Level scope where applicable; hidden tokens are not revealed. Reaching does not move tokens or change their documents.

In Manual Placement, these settings are saved per shadow. Set them before placing a shadow that should react to tokens.

Living Shadows starts with Below Tokens enabled. Below Tiles, Below Foreground, darkness activation, and Manage Layers control where it appears relative to the map and other effects.

For a local patch of shadows, enable it through FXMaster: Filter Effects on a Region. Edge Fade % softens the boundary of the whole Region effect; Edge Softness changes the edges of individual shadows. Token Enters and Token Exits can control when the Region behavior becomes active.

  • Manual Placement: Uses saved map positions instead of automatic appearances. Each new placement captures its size, facing, type, styles, tint, opacity, motion, glow, and token-interaction settings. Later changes to these controls affect new placements, not existing ones.
  • Tendrils: Allows tendril clusters to appear automatically. In Manual Placement, it also shows or hides saved tendril placements and controls whether new placements can be tendrils. Hiding the type does not delete its placements.
  • Humanoid Silhouettes: Allows humanoid silhouettes to appear automatically. In Manual Placement, it also shows or hides saved humanoids and controls whether new placements can be humanoids. Hiding the type does not delete its placements.
  • Movement: Adjusts the amount of local stepping, limb movement, and tendril flexing around each shadow anchor. Larger values make the motion more pronounced. Reaching toward tokens has separate Reach Frequency and Reach Strength controls.
  • Shadow Reach: Adjusts tendril length and the elongation of humanoid silhouettes. It affects the shape and extent of a shadow; Interaction Radius separately determines how far away an eligible token can be.
  • Glowing Tendril Eyes: Adds glowing eyes along the tendrils and branches. Enable Apply to show the eyes and choose their color. Tendril Eyes Frequency, Duration, and Intensity control their appearances separately from humanoid facial features.
  • Glowing Mouth: Adds an animated glowing smile or frown to humanoid shadows. Enable Apply to show it and choose its color. When humanoid eyes are enabled as well, both facial features use the mouth timing controls.
  • Token Interaction: Allows shadows to reach toward nearby visible tokens in the effect area. Automatic humanoids can turn toward a target; manually placed humanoids keep their facing. The effect does not move tokens or change their documents.
  • Below Tokens is enabled by default. Adjust the shared layer controls when the shadows should cover token artwork instead.
  • Use Density, Visible Time (Seconds), Fade Time (Seconds), and Appearance Frequency for automatic shadows. Manual Placement replaces that cycle with persistent saved positions.
  • To place only one shadow type, enable Tendrils or Humanoid Silhouettes on its own before placing. With both enabled, each new placement can choose either type.
  • In Manual Placement, set the appearance and interaction controls before using Place. To change an existing shadow, delete it and place a replacement with the new settings.
  • Glowing Mouth controls the timing of enabled humanoid eyes. Mouth Frequency at 0 hides both synchronized facial features, even if the eye toggle remains enabled.

No bundled preset currently uses this effect directly. Add it through Filter Effects or the Direct Effect API.

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.

49 exposed parameters1 Scene-only1 Region-onlylivingshadows API type

Hover 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.

ParameterControlDefaultRange or choicesAvailability
Below Tokens
belowTokens
checkboxOn—Always
Below Tiles
belowTiles
checkboxOff—Always
Below Foreground
belowForeground
checkboxOff—Always
Levels
levelsScene only
scene-levelsAll Levels—Always
Manual Placement
manualPlacement
checkboxOff—Always
Placement Direction
placementDirection
range900–360 · step 5
Manual Placement Controls
placementActions
filter-actions—
Tint
color
color#42314f (disabled)—Always
Sound FX
soundFxEnabled
checkboxOff—Always
Sound FX Sounds
soundFxManualSoundIds
multi-selectRule default—
Scale
scale
range0.450.1–1 · step 0.01Always
Density
density
range0.450–1 · step 0.01
Opacity
opacity
range0.70–1 · step 0.01Always
Speed
speed
range0.250–1 · step 0.01Always
Visible Time (Seconds)
lingerTime
range241–120 · step 1
Fade Time (Seconds)
fadeTime
range30.25–10 · step 0.25
Movement
movement
range0.550–1 · step 0.01Always
Shadow Reach
reach
range0.550–1 · step 0.01Always
Edge Softness
softness
range0.250–1 · step 0.01Always
Sway
sway
range0.60–1 · step 0.01Always
Tendrils
tendrils
checkboxOn—Always
Tendril Styles
tendrilStyles
multi-selectCreeping Tendrils, Branching Roots, Hooked Tentacles, Shadow WispsCreeping Tendrils, Branching Roots, Hooked Tentacles, Shadow Wisps
Branching
branching
range0.650–1 · step 0.01
Tendril Creepiness
creepiness
range0.750–1 · step 0.01
Tendril Thickness
thickness
range0.40–1 · step 0.01
Glowing Tendril Eyes
tendrilEyes
color#1aff94 (disabled)—
Tendril Eyes Intensity
tendrilEyesIntensity
range0.750–1 · step 0.01
Tendril Eyes Frequency
tendrilEyesFrequency
range0.350–1 · step 0.01
Tendril Eyes Duration (Seconds)
tendrilEyesDuration
range51–20 · step 0.5
Humanoid Silhouettes
humanoids
checkboxOn—Always
Humanoid Styles
humanoidStyles
multi-selectSlender, Gaunt, Hunched, Broad, Cloaked, WraithSlender, Gaunt, Hunched, Broad, Cloaked, Wraith
Glowing Humanoid Eyes
humanoidEyes
color#ff421c (disabled)—
Humanoid Eyes Intensity
humanoidEyesIntensity
range0.750–1 · step 0.01
Humanoid Eyes Frequency
humanoidEyesFrequency
range0.350–1 · step 0.01
Humanoid Eyes Duration (Seconds)
humanoidEyesDuration
range51–20 · step 0.5
Glowing Mouth
humanoidMouth
color#ff702b (disabled)—
Mouth Style
mouthStyles
multi-selectSmile, FrownSmile, Frown
Mouth Intensity
humanoidMouthIntensity
range0.750–1 · step 0.01
Mouth Frequency
humanoidMouthFrequency
range0.350–1 · step 0.01
Mouth Duration (Seconds)
humanoidMouthDuration
range51–20 · step 0.5
Mouth Width
smileWidth
range0.650–1 · step 0.01
Appearance Frequency
apparitionFrequency
range0.250–1 · step 0.01
Token Interaction
tokenInteraction
checkboxOff—Always
Interaction Radius
tokenInteractionRadius
range40.5–12 · step 0.5
Reach Frequency
tokenInteractionFrequency
range0.350–1 · step 0.01
Reach Strength
tokenInteractionStrength
range0.80–1 · step 0.01
Darkness Activation
darknessActivationEnabled
checkboxOff—Always
Darkness Activation Range
darknessActivationRange
range-dual{"min":0,"max":1}0–1 · step 0.01
Edge Fade %
fadePercentRegion only
range00–1 · step 0.01Always

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_wikilivingshadows_f",
"type": "livingshadows",
"options": {
"manualPlacement": false,
"tendrils": true,
"humanoids": true,
"scale": 0.45,
"density": 0.45,
"speed": 0.25,
"humanoidEyes": {
"value": "#ff421c",
"apply": true
},
"humanoidMouth": {
"value": "#ff702b",
"apply": true
},
"mouthStyles": [
"smile",
"frown"
]
}
}],
});
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.