Water
Water refraction, caustics, flow, waves, vortices, region-path steering, and token trails.
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 | water |
| Exposed parameters | 38 |
Major systems
Section titled “Major systems”Water is built from several independent systems. They can be combined, but each can also be tuned or disabled without changing the others.
Base surface
Section titled “Base surface”Water Tint, Opacity, Scale, Turbulence, and Still Water Speed define the underlying surface before directional movement is added.
Flow and Region paths
Section titled “Flow and Region paths”Enable Flowing Water for a directional current. Flow Speed, Flow Direction, and Flow Strength control that movement. In a Region Water effect, Follow Region Path allows a river or channel drawn as a Region to bend the current, while Path Influence controls how strongly the Region path overrides the base direction. These two controls are not shown on Scene Water effects.
Waves and vortex
Section titled “Waves and vortex”Waves adds a second directional layer with its own speed, direction, and strength. The wave direction can differ from the flow direction, which can work well for wind-driven surface movement over a current.
Vortex Water adds circular movement. Vortex Center Size controls the affected center, while Vortex Speed, Vortex Strength, and Clockwise Rotation control the spin.
Caustics and refraction
Section titled “Caustics and refraction”Caustics adds moving light patterns with separate strength and tint. Refraction controls how strongly the underlying Scene is displaced. Raise them separately because both can affect map, grid, and text readability.
Token trails
Section titled “Token trails”Token Trails temporarily alter the surface around moving tokens. Trail Width defines the path, Trail Strength defines the disturbance, and Settle Time (Seconds) controls recovery.
Important controls
Section titled “Important controls”- Flowing Water: Enables continuous directional water flow. This moves the surface pattern without enabling waves or a vortex.
- Follow Region Path: Uses the Region path as the local flow direction so rivers and channels can bend through the Region instead of moving in one global direction. Tweak the Flow Strength and Path Influence parameters to achieve natural bending motion for the water based on your specific region path.
- Waves: Enables a separate directional wave layer over the water surface.
- Vortex Water: Enables rotating water around a central vortex area.
- Caustics: Controls how visible the animated light patterns are on the water surface. Set it to 0 to remove caustics.
- Refraction: Controls how strongly the Water filter bends and distorts the map beneath it.
- Token Trails: Create temporary swimming-style ripples, side displacement, and a slight wake where visible tokens move through the Water filter.
Setup notes
Section titled “Setup notes”- Flow, Waves, Vortex, Turbulence, Caustics, and Refraction are independent systems.
- Follow Region Path and Path Influence are useful for rivers or channels drawn as Regions.
- Token Trails can temporarily calm or part the surface and settle over a configured interval.
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.
water 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 |
Water Tint tint | color | #3ba7ff (enabled) | — | Always |
Sound FX soundFxEnabled | checkbox | Off | — | Always |
Sound FX Sounds soundFxManualSoundIds | multi-select | Rule default | — | |
Flowing Water flow | checkbox | Off | — | Always |
Flow Speed flowSpeed | range | 0.28 | 0–1 · step 0.01 | |
Flow Direction flowDirection | range | 0 | 0–360 · step 5 | |
Flow Strength flowStrength | range | 0.65 | 0.5–1 · step 0.05 | |
Follow Region Path followRegionPathRegion only | checkbox | Off | — | |
Path Influence pathInfluenceRegion only | range | 0.4 | 0–1 · step 0.01 | |
Waves waves | checkbox | Off | — | Always |
Wave Speed waveSpeed | range | 0.28 | 0–1 · step 0.01 | |
Wave Direction waveDirection | range | 0 | 0–360 · step 5 | |
Wave Strength waveStrength | range | 0.45 | 0–1 · step 0.05 | |
Vortex Water vortex | checkbox | Off | — | Always |
Vortex Center Size vortexSize | range | 0.25 | 0–1 · step 0.05 | |
Vortex Speed vortexSpeed | range | 0.33 | 0–1 · step 0.01 | |
Clockwise Rotation vortexClockwise | checkbox | On | — | |
Vortex Strength vortexStrength | range | 0.65 | 0–1 · step 0.05 | |
Opacity strength | range | 0.8 | 0–1 · step 0.05 | Always |
Synchronized Direction synchronizedDirection | checkbox | Off | — | |
Scale scale | range | 1 | 0–1 · step 0.05 | Always |
Turbulence turbulence | range | 0 | 0–1 · step 0.05 | |
Caustics caustics | range | 0.7 | 0–1 · step 0.05 | Always |
Caustic Strength causticStrength | range | 0.85 | 0–1 · step 0.05 | |
Caustics Tint causticsTint | color | #ffffff (enabled) | — | |
Refraction refraction | range | 1 | 0–1 · step 0.05 | Always |
Still Water Speed stillSpeed | range | 0.5 | 0–1 · step 0.01 | |
Token Trails tokenTrailsEnabled | checkbox | Off | — | Always |
Trail Width tokenTrailWidth | range | 1 | 0–2 · step 0.05 | |
Trail Strength tokenTrailStrength | range | 0.85 | 0–1 · step 0.01 | |
Settle Time (Seconds) tokenTrailSettleTime | range | 3.2 | 0.4–5 · step 0.1 | |
Darkness Activation darknessActivationEnabled | checkbox | Off | — | Always |
Darkness Activation Range darknessActivationRange | range-dual | {"min":0,"max":1} | 0–1 · step 0.01 | |
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_wikiwater_f", "type": "water", "options": { "tint": { "apply": true, "value": "#3276c4" }, "flow": true, "flowDirection": 180, "flowStrength": 0.4, "waves": true, "caustics": true } }],});
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.