Rain
Procedural rain with side-view or top-down rendering, splashes, wet ground backgrounds, and token trails.
Weather effects can cover a full Scene or be limited to Regions. Configure the placement or movement controls exposed by the effect first, then tune its appearance, population, and optional background controls.
| Reference | Value |
|---|---|
| Package | FXMaster |
| Effect kind | Particle effect |
| Category | Weather |
| Runtime type | rain |
| Exposed parameters | 37 |
Rain presentation
Section titled “Rain presentation”Rain has separate normal and Top Down presentations. Choose Top Down before tuning movement because it changes how the rain, direction, and splash layer are rendered.
Airborne rain and splashes
Section titled “Airborne rain and splashes”Scale, Speed, Density, Opacity, and Direction control the main rain layer. Splash adds impact sprites. Splash Density and Splash Scale are independent from the main Rain Density and Scale, so impacts can remain visible without forcing the airborne layer to use the same amount or size.
Background water
Section titled “Background water”Within an enabled Rain effect, Background adds a persistent wet surface with controls separate from the airborne rain and splashes. Disabling Rain disables the Background as well. It supports immediate or timed fill, ground coverage, patch size, fill variation, movement, opacity, sheen, and shimmer.
Token trails
Section titled “Token trails”Token Trails disturbs the background around moving tokens. Trail Width defines the affected path, Trail Strength controls the amount of disturbance, Token Elevation Threshold limits which tokens interact with the surface, and Settle Time (Seconds) controls how quickly it returns.
Important controls
Section titled “Important controls”- Top Down: Switches Rain to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction.
- Splash: Enables animated impact splashes where the rain reaches the scene surface.
- Splash Density: Scales only the animated rain-splash population. Falling rain still uses the main Density control.
- Direction: Sets the primary travel direction for rain streaks. Directional Spread can add variation around this angle.
- Background: Render a persistent wet-surface layer behind the rain effect. The layer follows the effect’s stack placement, scene or Region mask, Levels selection, and below-token/tile settings.
- Token Trails: Create short-lived water splashes and wake highlights from visible token trails moving through the rain wet-surface background.
Setup notes
Section titled “Setup notes”- Choose the normal or Top Down presentation before tuning Density and Direction because the two modes use different movement and splash behavior.
- Splash Density is independent from the primary Rain Density when splashes are enabled.
- Background Water can fill immediately or over time and supports sheen, shimmer, token interaction, elevation thresholds, and settling.
Bundled preset usage
Section titled “Bundled preset usage”| Preset | API name | Availability | Variants |
|---|---|---|---|
| Acid Rain | acid-rain |
FXMaster | Normal, Top Down |
| Blood Rain | blood-rain |
FXMaster | Normal, Top Down |
| Drizzle | drizzle |
FXMaster | Normal, Top Down |
| Hurricane | hurricane |
FXMaster, FXMaster+ | Normal, Top Down |
| Monsoon | monsoon |
FXMaster, FXMaster+ | Normal |
| Rain | rain |
FXMaster | Normal, Top Down |
| Sleet | sleet |
FXMaster | Normal |
| Sunshower | sunshower |
FXMaster, FXMaster+ | Normal, Top Down |
| Thunderstorm | thunderstorm |
FXMaster, FXMaster+ | Normal, Top Down |
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.
rain 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 |
Tint tint | color | #FFFFFF (disabled) | — | Always |
Sound FX soundFxEnabled | checkbox | Off | — | Always |
Sound FX Sounds soundFxManualSoundIds | multi-select | Rule default | — | |
Top Down topDown | checkbox | Off | — | Always |
Splash splash | checkbox | On | — | Always |
Splash Density splashDensity | range | 0.2 | 0.1–1 · step 0.01 | |
Splash Scale splashScale | range | 0.2 | 0.1–1 · step 0.01 | |
Direction direction | range | — | 0–360 · step 5 | |
Synchronized Direction synchronizedDirection | checkbox | Off | — | |
Scale scale | range | 0.5 | 0.1–1 · step 0.01 | Always |
Speed speed | range | 0.2 | 0.1–1 · step 0.01 | Always |
Lifetime lifetime | range | 0.25 | 0.1–1 · step 0.01 | Always |
Density density | range | 0.4 | 0.01–1 · step 0.01 | Always |
Opacity alpha | range | 1 | 0–1 · step 0.1 | Always |
Background backgroundEnabled | checkbox | Off | — | Always |
Background Fill backgroundMode | select | accumulate | Full Coverage, Fill Over Time | |
Time to Full Coverage backgroundDuration | range | 180 | 10–3600 · step 10 | |
Ground Movement Speed backgroundGroundMovementSpeed | range | 0.04 | 0–1 · step 0.01 | |
Ground Coverage backgroundCoverage | range | 0.65 | 0.05–1 · step 0.01 | |
Depth Patch Size (Grid Spaces) backgroundPatchSize | range | 0.85 | 0.35–5 · step 0.05 | |
Fill Variation backgroundFillVariation | range | 0.7 | 0–1 · step 0.05 | |
Wet Surface Opacity backgroundOpacity | range | 0.28 | 0–1 · step 0.01 | |
Wet Surface Sheen backgroundReflectionStrength | range | 0.58 | 0–1 · step 0.01 | |
Water Shimmer backgroundShimmerStrength | range | 0.42 | 0–1 · step 0.01 | |
Shimmer Speed backgroundShimmerSpeed | range | 0.14 | 0–1 · step 0.01 | |
Token Trails backgroundInteractionEnabled | checkbox | Off | — | |
Trail Width backgroundInteractionRadius | range | 0.5 | 0–2 · step 0.05 | |
Trail Strength backgroundInteractionStrength | range | 0.75 | 0–1 · step 0.05 | |
Trail Lift Chance backgroundInteractionLiftChance | range | 0.35 | 0–1 · step 0.05 | |
Token Elevation Threshold backgroundInteractionElevationThreshold | number-infinity | 5 | 0–Infinity · step 0.5 | |
Settle Time (Seconds) backgroundInteractionSettleTime | range | 1.4 | 0.1–5 · step 0.1 | |
Darkness Activation darknessActivationEnabled | checkbox | Off | — | Always |
Darkness Activation Range darknessActivationRange | range-dual | {"min":0,"max":1} | 0–1 · step 0.01 |
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({ particles: [{ "id": "apiMacro_wikirain_p", "type": "rain", "options": { "topDown": true, "splash": true, "direction": 270, "speed": 0.2, "density": 0.4, "backgroundEnabled": false } }],});
await FXMASTER.api.effects.particles.stop(created.particles);For complete API behavior, scene targeting, stack ordering, and toggle groups, see the Direct Effect API guide.