Parameter Glossary
FXMaster effects share a number of common controls, but the result of a parameter can change depending on the effect. For example, Density controls a particle population on Rain while the same general type of control may change the visibility or procedural detail of a filter.
Use the glossary to look up an API key across multiple effects. For exact canvas behavior, open an effect and hover over or click the info button beside that parameter.
Frequently used parameters
Section titled “Frequently used parameters”| Parameter family | What it changes |
|---|---|
| Below Tokens / Tiles / Foreground | Moves an effect below the selected canvas layer |
| Levels | Limits a Scene effect to selected Scene Levels |
| Darkness Activation | Shows an effect only within a selected darkness range |
| Sound FX | Enables a matching active FXMaster+ SoundFX rule |
| Tint / Color | Changes the effect color |
| Scale | Changes the rendered size |
| Speed | Changes animation or travel speed |
| Density | Changes particle count, coverage, or procedural detail depending on the effect |
| Lifetime | Changes how long individual particles remain active |
| Opacity / Alpha | Changes transparency |
| Direction | Uses degrees: 0 east, 90 north, 180 west, 270 south |
| Synchronized Direction | Follows the active Wind or Duststorm direction |
| Orbit | Circles particles around a focal area |
| Top Down | Switches to the overhead presentation |
| Background | Adds a persistent accumulated or ground-surface layer |
| Token Trails / Interaction | Lets moving tokens disturb a supported effect or surface |
| Elevation Threshold | Excludes tokens above the allowed elevation |
| Edge Fade % | Softens a filter boundary inside a Region; available only on Region filter effects |
| Follow Region Path / Path Influence | Steers Water flow along Region geometry; available only on Region Water effects |
Conditional controls
Section titled “Conditional controls”A parameter marked Context-dependent is shown or hidden by more than one condition. Common examples include controls that appear only after a parent feature is enabled, while Top Down is active, or when a matching SoundFX rule is available.
265 unique parameter keys
| Parameter | Control type | Description | Used by |
|---|---|---|---|
Animationsanimations | multi-select | Behavior varies across 3 effects. Open the effect list for the description used by each one. | |
Audio AwareaudioAware | checkbox | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsLightning Allows bass-heavy audio peaks to trigger Lightning. Use Audio Channels to choose what it listens to and Audio Bass Threshold to control sensitivity. Lightning Bolts Allows bass-heavy audio peaks to trigger Lightning Bolts. Use Audio Channels to choose what it listens to and Audio Bass Threshold to control sensitivity. Screen Shake Allows bass-heavy audio peaks to trigger Screen Shake. Use Audio Channels to choose what it listens to and Audio Bass Threshold to control sensitivity. |
Audio Bass ThresholdaudioBassThreshold | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsLightning Sets how strong a bass peak must be before Audio Aware triggers Lightning. Higher values make the trigger less sensitive. Lightning Bolts Sets how strong a bass peak must be before Audio Aware triggers Lightning Bolts. Higher values make the trigger less sensitive. Screen Shake Sets how strong a bass peak must be before Audio Aware triggers Screen Shake. Higher values make the trigger less sensitive. |
Audio ChannelsaudioChannels | multi-select | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsLightning Selects which Foundry audio channels Lightning listens to while Audio Aware is enabled. Lightning Bolts Selects which Foundry audio channels Lightning Bolts listens to while Audio Aware is enabled. Screen Shake Selects which Foundry audio channels Screen Shake listens to while Audio Aware is enabled. |
Aurora CountauroraCount | range | Sets how many separate aurora ribbons are rendered at once. | 1 effectAurora Borealis Sets how many separate aurora ribbons are rendered at once. |
Aurora Palettepalette | select | Selects a built-in five-color aurora palette or enables the custom color controls. | 1 effectAurora Borealis Selects a built-in five-color aurora palette or enables the custom color controls. |
Avoid Stationary TokenstokenAvoidanceAtRest | checkbox | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsFireflies Keeps fireflies avoiding eligible tokens even when those tokens are not moving. Disable it when only token movement should cause a reaction. Fish Keeps fish avoiding eligible tokens even when those tokens are not moving. Disable it when only token movement should cause a reaction. Ghosts Keeps ghosts avoiding eligible tokens even when those tokens are not moving. Disable it when only token movement should cause a reaction. Rats Keeps rats avoiding eligible tokens even when those tokens are not moving. Disable it when only token movement should cause a reaction. Spiders Keeps spiders avoiding eligible tokens even when those tokens are not moving. Disable it when only token movement should cause a reaction. |
Avoidance RadiustokenAvoidanceRadius | range | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsFireflies Sets how far from an eligible token fireflies begin changing course. Fish Sets how far from an eligible token fish begin changing course. Ghosts Sets how far from an eligible token ghosts begin changing course. Rats Sets how far from an eligible token rats begin changing course. Spiders Sets how far from an eligible token spiders begin changing course. |
Avoidance StrengthtokenAvoidanceStrength | range | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsFireflies Controls how sharply and forcefully fireflies turn away from eligible tokens. Fish Controls how sharply and forcefully fish turn away from eligible tokens. Ghosts Controls how sharply and forcefully ghosts turn away from eligible tokens. Rats Controls how sharply and forcefully rats turn away from eligible tokens. Spiders Controls how sharply and forcefully spiders turn away from eligible tokens. |
Axisaxis | select | Limit shake movement to both axes, horizontal only, or vertical only. | 1 effectScreen Shake Limit shake movement to both axes, horizontal only, or vertical only. |
BackgroundbackgroundEnabled | checkbox | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAmbient Float custom base Render a persistent field of settled particles behind the active effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Autumn Leaves Render a persistent field of settled leaves behind the falling effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Directional Drift custom base Render a persistent field of settled particles behind the active effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Duststorm Render a persistent settled-sand surface behind the sandstorm. The surface follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Rain 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. Sakura Bloom Render a persistent field of settled particles behind the active effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Sakura Blossoms Render a persistent field of settled particles behind the active effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Sandstorm Render a persistent settled-sand surface behind the sandstorm. The surface follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Snow Render a persistent settled-snow surface behind this effect. The surface follows the effect's stack placement, scene or Region mask, Levels selection, and below-token/tile settings. Snowstorm Render a persistent settled-snow surface beneath the snow storm effect. The surface follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings as the standard snow background. Summer Leaves Render a persistent field of settled leaves behind the falling effect. The field follows the same stack placement, scene or Region mask, Levels selection, and below-token/tile settings. |
Background FillbackgroundMode | select | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAmbient Float custom base Chooses whether the persistent background appears at full coverage immediately or builds across the scene over time. Autumn Leaves Place the complete leaf field immediately or let individual leaves arrive in clustered patches over time. Directional Drift custom base Chooses whether the persistent background appears at full coverage immediately or builds across the scene over time. Duststorm Apply complete ground sand immediately or let deposits appear in small random areas, expand, and merge over time. Rain Apply the complete wet-surface background immediately or let the wet coverage build over time. Sakura Bloom Chooses whether the persistent background appears at full coverage immediately or builds across the scene over time. Sakura Blossoms Chooses whether the persistent background appears at full coverage immediately or builds across the scene over time. Sandstorm Apply complete ground sand immediately or let deposits appear in small random areas, expand, and merge over time. Snow Apply the settled-snow background immediately or let it fill procedurally over time. Snowstorm Apply the settled-snow background immediately or let it fill procedurally over time. Summer Leaves Place the complete leaf field immediately or let individual leaves arrive in clustered patches over time. |
Background OpacitybackgroundOpacityAlso labeled: Wet Surface Opacity | range | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAmbient Float custom base Controls the maximum transparency of the persistent background after it reaches full coverage. Autumn Leaves Maximum opacity of settled leaves at full coverage. Directional Drift custom base Controls the maximum transparency of the persistent background after it reaches full coverage. Duststorm Maximum opacity of the settled-sand surface at full coverage. Rain Maximum visual strength of the wet surface. Lower values preserve more of the original map while still showing rain-darkened depth and highlights. Sakura Bloom Controls the maximum transparency of the persistent background after it reaches full coverage. Sakura Blossoms Controls the maximum transparency of the persistent background after it reaches full coverage. Sandstorm Maximum opacity of the settled-sand surface at full coverage. Snow Maximum opacity of the settled-snow background at full coverage. Snowstorm Maximum visual strength of the snow storm background. The snow storm background caps this normalized control at the equivalent of the previous 0.7 opacity. Summer Leaves Maximum opacity of settled leaves at full coverage. |
Below ForegroundbelowForeground | checkbox | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Places Ambient Float below foreground coverage so foreground artwork can visually cover the effect. Aurora Borealis Places Aurora Borealis below foreground coverage so foreground artwork can visually cover the effect. Autumn Leaves Places Autumn Leaves below foreground coverage so foreground artwork can visually cover the effect. Bats Places Bats below foreground coverage so foreground artwork can visually cover the effect. Birds Places Birds below foreground coverage so foreground artwork can visually cover the effect. Bloom Places Bloom below foreground coverage so foreground artwork can visually cover the effect. Bubbles Places Bubbles below foreground coverage so foreground artwork can visually cover the effect. Clouds Places Clouds below foreground coverage so foreground artwork can visually cover the effect. Color Places Color below foreground coverage so foreground artwork can visually cover the effect. Crows Places Crows below foreground coverage so foreground artwork can visually cover the effect. Directional Drift custom base Places Directional Drift below foreground coverage so foreground artwork can visually cover the effect. Duststorm Places Duststorm below foreground coverage so foreground artwork can visually cover the effect. Eagles Places Eagles below foreground coverage so foreground artwork can visually cover the effect. Embers Places Embers below foreground coverage so foreground artwork can visually cover the effect. Fire Places Fire below foreground coverage so foreground artwork can visually cover the effect. Fire Places Fire below foreground coverage so foreground artwork can visually cover the effect. Fireflies Places Fireflies below foreground coverage so foreground artwork can visually cover the effect. Fish Places Fish below foreground coverage so foreground artwork can visually cover the effect. Fog Places Fog below foreground coverage so foreground artwork can visually cover the effect. Fog Places Fog below foreground coverage so foreground artwork can visually cover the effect. Ghosts Places Ghosts below foreground coverage so foreground artwork can visually cover the effect. Glitch Places Glitch below foreground coverage so foreground artwork can visually cover the effect. Hail Places Hail below foreground coverage so foreground artwork can visually cover the effect. Ice Places Ice below foreground coverage so foreground artwork can visually cover the effect. Lightning Places Lightning below foreground coverage so foreground artwork can visually cover the effect. Lightning Bolts Places Lightning Bolts below foreground coverage so foreground artwork can visually cover the effect. Magic Crystals Places Magic Crystals below foreground coverage so foreground artwork can visually cover the effect. Manual Placement custom base Places Manual Placement below foreground coverage so foreground artwork can visually cover the effect. Old Film Places Old Film below foreground coverage so foreground artwork can visually cover the effect. Predator Places Predator below foreground coverage so foreground artwork can visually cover the effect. Rain Places Rain below foreground coverage so foreground artwork can visually cover the effect. Rats Places Rats below foreground coverage so foreground artwork can visually cover the effect. Sakura Bloom Places Sakura Bloom below foreground coverage so foreground artwork can visually cover the effect. Sakura Blossoms Places Sakura Blossoms below foreground coverage so foreground artwork can visually cover the effect. Sandstorm Places Sandstorm below foreground coverage so foreground artwork can visually cover the effect. Screen Shake Places Screen Shake below foreground coverage so foreground artwork can visually cover the effect. Snow Places Snow below foreground coverage so foreground artwork can visually cover the effect. Snowstorm Places Snowstorm below foreground coverage so foreground artwork can visually cover the effect. Spiders Places Spiders below foreground coverage so foreground artwork can visually cover the effect. Stars Places Stars below foreground coverage so foreground artwork can visually cover the effect. Summer Leaves Places Summer Leaves below foreground coverage so foreground artwork can visually cover the effect. Sunlight Places Sunlight below foreground coverage so foreground artwork can visually cover the effect. Underwater Places Underwater below foreground coverage so foreground artwork can visually cover the effect. Water Places Water below foreground coverage so foreground artwork can visually cover the effect. Wind Places Wind below foreground coverage so foreground artwork can visually cover the effect. Wind Wisps Places Wind Wisps below foreground coverage so foreground artwork can visually cover the effect. |
Below TilesbelowTiles | checkbox | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Places Ambient Float below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Aurora Borealis Places Aurora Borealis below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Autumn Leaves Places Autumn Leaves below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Bats Places Bats below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Birds Places Birds below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Bloom Places Bloom below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Bubbles Places Bubbles below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Clouds Places Clouds below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Color Places Color below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Crows Places Crows below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Directional Drift custom base Places Directional Drift below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Duststorm Places Duststorm below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Eagles Places Eagles below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Embers Places Embers below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fire Places Fire below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fire Places Fire below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fireflies Places Fireflies below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fish Places Fish below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fog Places Fog below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Fog Places Fog below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Ghosts Places Ghosts below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Glitch Places Glitch below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Hail Places Hail below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Ice Places Ice below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Lightning Places Lightning below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Lightning Bolts Places Lightning Bolts below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Magic Crystals Places Magic Crystals below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Manual Placement custom base Places Manual Placement below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Old Film Places Old Film below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Predator Places Predator below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Rain Places Rain below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Rats Places Rats below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Sakura Bloom Places Sakura Bloom below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Sakura Blossoms Places Sakura Blossoms below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Sandstorm Places Sandstorm below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Screen Shake Places Screen Shake below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Snow Places Snow below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Snowstorm Places Snowstorm below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Spiders Places Spiders below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Stars Places Stars below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Summer Leaves Places Summer Leaves below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Sunlight Places Sunlight below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Underwater Places Underwater below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Water Places Water below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Wind Places Wind below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. Wind Wisps Places Wind Wisps below overhead tile artwork. Enable it when roofs, canopies, or other overhead tiles should cover the effect. |
Below TokensbelowTokens | checkbox | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Places Ambient Float behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Aurora Borealis Places Aurora Borealis behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Autumn Leaves Places Autumn Leaves behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Bats Places Bats behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Birds Places Birds behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Bloom Places Bloom behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Bubbles Places Bubbles behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Clouds Places Clouds behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Color Places Color behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Crows Places Crows behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Directional Drift custom base Places Directional Drift behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Duststorm Places Duststorm behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Eagles Places Eagles behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Embers Places Embers behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fire Places Fire behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fire Places Fire behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fireflies Places Fireflies behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fish Places Fish behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fog Places Fog behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Fog Places Fog behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Ghosts Places Ghosts behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Glitch Places Glitch behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Hail Places Hail behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Ice Places Ice behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Lightning Places Lightning behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Lightning Bolts Places Lightning Bolts behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Magic Crystals Places Magic Crystals behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Manual Placement custom base Places Manual Placement behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Old Film Places Old Film behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Predator Places Predator behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Rain Places Rain behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Rats Places Rats behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Sakura Bloom Places Sakura Bloom behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Sakura Blossoms Places Sakura Blossoms behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Sandstorm Places Sandstorm behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Screen Shake Places Screen Shake behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Snow Places Snow behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Snowstorm Places Snowstorm behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Spiders Places Spiders behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Stars Places Stars behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Summer Leaves Places Summer Leaves behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Sunlight Places Sunlight behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Underwater Places Underwater behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Water Places Water behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Wind Places Wind behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. Wind Wisps Places Wind Wisps behind token artwork in the effect stack. This changes whether tokens appear in front of the effect; it does not change where the effect is generated. |
Blend ModeblendMode | select | How the adjusted color result blends with the sampled scene color. | 1 effectColor How the adjusted color result blends with the sampled scene color. |
BloombloomScale | range | Controls the strength of the bloom added around pixels that pass the Threshold setting. Higher values make those highlights brighter and more prominent. | 1 effectBloom Controls the strength of the bloom added around pixels that pass the Threshold setting. Higher values make those highlights brighter and more prominent. |
Bloombloom | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFish Controls the soft light bloom around fish sprites. Higher values make bright and spirit variants appear more luminous. Magic Crystals Controls the soft bloom around bright crystal pixels. |
Blurblur | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsBloom Controls how far bright pixels spread before they are composited back over the scene. Higher values create a softer, wider glow. Ghosts Controls how soft the ghost sprites appear. Higher values remove more hard edge detail. Screen Shake Adds motion blur in the shake direction. Higher values smear fast impacts more strongly. |
Bolt Lengthlength | range | Controls how far each lightning bolt extends across the canvas. | 1 effectLightning Bolts Controls how far each lightning bolt extends across the canvas. |
Branchinessbranches | range | Controls how many secondary branches split away from the main bolt. | 1 effectLightning Bolts Controls how many secondary branches split away from the main bolt. |
Bright Edge Colorcolor3 | color | Sets the brighter edge color along the most visible folds. | 1 effectAurora Borealis Sets the brighter edge color along the most visible folds. |
Bright RadiuslightBrightRadius | range | Bright light radius for each manually placed fire, measured in grid spaces. This cannot exceed the dim light radius. | 2 effectsFire Bright light radius for each manually placed fire, measured in grid spaces. This cannot exceed the dim light radius. Manual Placement custom base Bright light radius for each manually placed fire, measured in grid spaces. This cannot exceed the dim light radius. |
Brightnessbrightness | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsColor Raises or lowers the overall scene brightness after the tint and blend mode are applied. Lightning Controls how strongly each lightning flash brightens the rendered scene. Lightning Bolts Controls the brightness of the bolt core. |
Brush Radius (Grid Spaces)manualPaintBrushSize | range | Sets the radius of the Paint and Erase brushes in grid spaces. | 1 effectWind Sets the radius of the Paint and Erase brushes in grid spaces. |
Burn DurationburnTokenDuration | range | Seconds the visual burn remains after the token leaves the fire. Re-entering the fire refreshes this timer. | 2 effectsFire Seconds the visual burn remains after the token leaves the fire. Re-entering the fire refreshes this timer. Manual Placement custom base Seconds the visual burn remains after the token leaves the fire. Re-entering the fire refreshes this timer. |
Burn OpacityburnTokenAlpha | range | Maximum opacity of the token-shaped pulsing burn indicator. | 2 effectsFire Maximum opacity of the token-shaped pulsing burn indicator. Manual Placement custom base Maximum opacity of the token-shaped pulsing burn indicator. |
Burn Pulse DetailburnTokenIntensity | range | Controls the amount of smoke, ember, and pulse detail blended into each burning token. | 2 effectsFire Controls the amount of smoke, ember, and pulse detail blended into each burning token. Manual Placement custom base Controls the amount of smoke, ember, and pulse detail blended into each burning token. |
Burn TintburnTokenTint | color | Optional override color for the token burn pulse. Disable Apply to use the fire particle tint or the default orange heat color. | 2 effectsFire Optional override color for the token burn pulse. Disable Apply to use the fire particle tint or the default orange heat color. Manual Placement custom base Optional override color for the token burn pulse. Disable Apply to use the fire particle tint or the default orange heat color. |
Burn TokensburnTokens | checkbox | Applies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect. | 2 effectsFire Applies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect. Manual Placement custom base Applies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect. |
Burn Trigger RadiusburnTokenRadius | range | How close a token must be to a fire particle source or manual fire placement to trigger burning, measured in grid spaces. | 2 effectsFire How close a token must be to a fire particle source or manual fire placement to trigger burning, measured in grid spaces. Manual Placement custom base How close a token must be to a fire particle source or manual fire placement to trigger burning, measured in grid spaces. |
Burn Visual ScaleburnTokenScale | range | Coverage multiplier for the pulsing burn indicator. Heat stays clipped to the token artwork alpha; values above 0.5 allow ember and smoke detail to drift just beyond the token shape. | 2 effectsFire Coverage multiplier for the pulsing burn indicator. Heat stays clipped to the token artwork alpha; values above 0.5 allow ember and smoke detail to drift just beyond the token shape. Manual Placement custom base Coverage multiplier for the pulsing burn indicator. Heat stays clipped to the token artwork alpha; values above 0.5 allow ember and smoke detail to drift just beyond the token shape. |
Caustic StrengthcausticStrength | range | Controls the brightness and contrast of the visible caustic pattern. | 1 effectWater Controls the brightness and contrast of the visible caustic pattern. |
Causticscaustics | range | Controls how visible the animated light patterns are on the water surface. Set it to 0 to remove caustics. | 1 effectWater Controls how visible the animated light patterns are on the water surface. Set it to 0 to remove caustics. |
Caustics TintcausticsTint | color | Sets the color of the caustic highlights. | 1 effectWater Sets the color of the caustic highlights. |
Clockwise RotationvortexClockwise | checkbox | Sets the vortex to rotate clockwise. Disable it for counterclockwise rotation. | 1 effectWater Sets the vortex to rotate clockwise. Disable it for counterclockwise rotation. |
Contrastcontrast | range | Changes the separation between dark and bright values. Higher values deepen shadows and strengthen highlights. | 1 effectColor Changes the separation between dark and bright values. Higher values deepen shadows and strengthen highlights. |
Core Colorcolor2 | color | Sets the main core color through the center of each ribbon. | 1 effectAurora Borealis Sets the main core color through the center of each ribbon. |
Core FlamecoreColor | color | Tint for the hottest center of each filtered fire area. The default is a warm white; choose a pale blue for a blue-hot core accent. | 1 effectFire Tint for the hottest center of each filtered fire area. The default is a warm white; choose a pale blue for a blue-hot core accent. |
Curtain FalloffsideCurtainHeight | range | Controls how far the side-view curtain extends vertically before fading out. | 1 effectAurora Borealis Controls how far the side-view curtain extends vertically before fading out. |
Curtain Height PositionsideVerticalPosition | range | Moves the side-view aurora curtain higher or lower in the visible scene. | 1 effectAurora Borealis Moves the side-view aurora curtain higher or lower in the visible scene. |
Darkness ActivationdarknessActivationEnabled | checkbox | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Restricts Ambient Float to a configured Scene Darkness range instead of rendering at every darkness level. Aurora Borealis Restricts Aurora Borealis to a configured Scene Darkness range instead of rendering at every darkness level. Autumn Leaves Restricts Autumn Leaves to a configured Scene Darkness range instead of rendering at every darkness level. Bats Restricts Bats to a configured Scene Darkness range instead of rendering at every darkness level. Birds Restricts Birds to a configured Scene Darkness range instead of rendering at every darkness level. Bloom Restricts Bloom to a configured Scene Darkness range instead of rendering at every darkness level. Bubbles Restricts Bubbles to a configured Scene Darkness range instead of rendering at every darkness level. Clouds Restricts Clouds to a configured Scene Darkness range instead of rendering at every darkness level. Color Restricts Color to a configured Scene Darkness range instead of rendering at every darkness level. Crows Restricts Crows to a configured Scene Darkness range instead of rendering at every darkness level. Directional Drift custom base Restricts Directional Drift to a configured Scene Darkness range instead of rendering at every darkness level. Duststorm Restricts Duststorm to a configured Scene Darkness range instead of rendering at every darkness level. Eagles Restricts Eagles to a configured Scene Darkness range instead of rendering at every darkness level. Embers Restricts Embers to a configured Scene Darkness range instead of rendering at every darkness level. Fire Restricts Fire to a configured Scene Darkness range instead of rendering at every darkness level. Fire Restricts Fire to a configured Scene Darkness range instead of rendering at every darkness level. Fireflies Restricts Fireflies to a configured Scene Darkness range instead of rendering at every darkness level. Fish Restricts Fish to a configured Scene Darkness range instead of rendering at every darkness level. Fog Restricts Fog to a configured Scene Darkness range instead of rendering at every darkness level. Fog Restricts Fog to a configured Scene Darkness range instead of rendering at every darkness level. Ghosts Restricts Ghosts to a configured Scene Darkness range instead of rendering at every darkness level. Glitch Restricts Glitch to a configured Scene Darkness range instead of rendering at every darkness level. Hail Restricts Hail to a configured Scene Darkness range instead of rendering at every darkness level. Ice Restricts Ice to a configured Scene Darkness range instead of rendering at every darkness level. Lightning Restricts Lightning to a configured Scene Darkness range instead of rendering at every darkness level. Lightning Bolts Restricts Lightning Bolts to a configured Scene Darkness range instead of rendering at every darkness level. Magic Crystals Restricts Magic Crystals to a configured Scene Darkness range instead of rendering at every darkness level. Manual Placement custom base Restricts Manual Placement to a configured Scene Darkness range instead of rendering at every darkness level. Old Film Restricts Old Film to a configured Scene Darkness range instead of rendering at every darkness level. Predator Restricts Predator to a configured Scene Darkness range instead of rendering at every darkness level. Rain Restricts Rain to a configured Scene Darkness range instead of rendering at every darkness level. Rats Restricts Rats to a configured Scene Darkness range instead of rendering at every darkness level. Sakura Bloom Restricts Sakura Bloom to a configured Scene Darkness range instead of rendering at every darkness level. Sakura Blossoms Restricts Sakura Blossoms to a configured Scene Darkness range instead of rendering at every darkness level. Sandstorm Restricts Sandstorm to a configured Scene Darkness range instead of rendering at every darkness level. Screen Shake Restricts Screen Shake to a configured Scene Darkness range instead of rendering at every darkness level. Snow Restricts Snow to a configured Scene Darkness range instead of rendering at every darkness level. Snowstorm Restricts Snowstorm to a configured Scene Darkness range instead of rendering at every darkness level. Spiders Restricts Spiders to a configured Scene Darkness range instead of rendering at every darkness level. Stars Restricts Stars to a configured Scene Darkness range instead of rendering at every darkness level. Summer Leaves Restricts Summer Leaves to a configured Scene Darkness range instead of rendering at every darkness level. Sunlight Restricts Sunlight to a configured Scene Darkness range instead of rendering at every darkness level. Underwater Restricts Underwater to a configured Scene Darkness range instead of rendering at every darkness level. Water Restricts Water to a configured Scene Darkness range instead of rendering at every darkness level. Wind Restricts Wind to a configured Scene Darkness range instead of rendering at every darkness level. Wind Wisps Restricts Wind Wisps to a configured Scene Darkness range instead of rendering at every darkness level. |
Darkness Activation RangedarknessActivationRange | range-dual | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Sets the minimum and maximum Scene Darkness values where Ambient Float remains visible. Aurora Borealis Sets the minimum and maximum Scene Darkness values where Aurora Borealis remains visible. Autumn Leaves Sets the minimum and maximum Scene Darkness values where Autumn Leaves remains visible. Bats Sets the minimum and maximum Scene Darkness values where Bats remains visible. Birds Sets the minimum and maximum Scene Darkness values where Birds remains visible. Bloom Sets the minimum and maximum Scene Darkness values where Bloom remains visible. Bubbles Sets the minimum and maximum Scene Darkness values where Bubbles remains visible. Clouds Sets the minimum and maximum Scene Darkness values where Clouds remains visible. Color Sets the minimum and maximum Scene Darkness values where Color remains visible. Crows Sets the minimum and maximum Scene Darkness values where Crows remains visible. Directional Drift custom base Sets the minimum and maximum Scene Darkness values where Directional Drift remains visible. Duststorm Sets the minimum and maximum Scene Darkness values where Duststorm remains visible. Eagles Sets the minimum and maximum Scene Darkness values where Eagles remains visible. Embers Sets the minimum and maximum Scene Darkness values where Embers remains visible. Fire Sets the minimum and maximum Scene Darkness values where Fire remains visible. Fire Sets the minimum and maximum Scene Darkness values where Fire remains visible. Fireflies Sets the minimum and maximum Scene Darkness values where Fireflies remains visible. Fish Sets the minimum and maximum Scene Darkness values where Fish remains visible. Fog Sets the minimum and maximum Scene Darkness values where Fog remains visible. Fog Sets the minimum and maximum Scene Darkness values where Fog remains visible. Ghosts Sets the minimum and maximum Scene Darkness values where Ghosts remains visible. Glitch Sets the minimum and maximum Scene Darkness values where Glitch remains visible. Hail Sets the minimum and maximum Scene Darkness values where Hail remains visible. Ice Sets the minimum and maximum Scene Darkness values where Ice remains visible. Lightning Sets the minimum and maximum Scene Darkness values where Lightning remains visible. Lightning Bolts Sets the minimum and maximum Scene Darkness values where Lightning Bolts remains visible. Magic Crystals Sets the minimum and maximum Scene Darkness values where Magic Crystals remains visible. Manual Placement custom base Sets the minimum and maximum Scene Darkness values where Manual Placement remains visible. Old Film Sets the minimum and maximum Scene Darkness values where Old Film remains visible. Predator Sets the minimum and maximum Scene Darkness values where Predator remains visible. Rain Sets the minimum and maximum Scene Darkness values where Rain remains visible. Rats Sets the minimum and maximum Scene Darkness values where Rats remains visible. Sakura Bloom Sets the minimum and maximum Scene Darkness values where Sakura Bloom remains visible. Sakura Blossoms Sets the minimum and maximum Scene Darkness values where Sakura Blossoms remains visible. Sandstorm Sets the minimum and maximum Scene Darkness values where Sandstorm remains visible. Screen Shake Sets the minimum and maximum Scene Darkness values where Screen Shake remains visible. Snow Sets the minimum and maximum Scene Darkness values where Snow remains visible. Snowstorm Sets the minimum and maximum Scene Darkness values where Snowstorm remains visible. Spiders Sets the minimum and maximum Scene Darkness values where Spiders remains visible. Stars Sets the minimum and maximum Scene Darkness values where Stars remains visible. Summer Leaves Sets the minimum and maximum Scene Darkness values where Summer Leaves remains visible. Sunlight Sets the minimum and maximum Scene Darkness values where Sunlight remains visible. Underwater Sets the minimum and maximum Scene Darkness values where Underwater remains visible. Water Sets the minimum and maximum Scene Darkness values where Water remains visible. Wind Sets the minimum and maximum Scene Darkness values where Wind remains visible. Wind Wisps Sets the minimum and maximum Scene Darkness values where Wind Wisps remains visible. |
Decaydecay | range | How strongly a timed shake fades toward zero over its duration. | 1 effectScreen Shake How strongly a timed shake fades toward zero over its duration. |
DensitydensityAlso labeled: Opacity | range | Behavior varies across 33 effects. Open the effect list for the description used by each one. | 33 effectsAmbient Float custom base Changes how many custom particles are visible or spawned at once. It does not change their size. Autumn Leaves Changes how many airborne leaves are visible or spawned at once. It does not change their size. Bats Changes how many bats are visible or spawned at once. It does not change their size. Birds Changes how many birds are visible or spawned at once. It does not change their size. Bubbles Changes how many bubbles are visible or spawned at once. It does not change their size. Clouds Changes how many clouds are visible or spawned at once. It does not change their size. Crows Changes how many crows are visible or spawned at once. It does not change their size. Directional Drift custom base Changes how many custom particles are visible or spawned at once. It does not change their size. Duststorm Controls how much airborne dust is visible across the canvas. Eagles Changes how many eagles are visible or spawned at once. It does not change their size. Embers Changes how many embers are visible or spawned at once. It does not change their size. Fire Changes how many procedural flame sprites are active at once. It has no effect on the number of manually placed flames. Fire Controls how much of the Fire pattern is visible across the canvas. Fireflies Changes how many fireflies are visible or spawned at once. It does not change their size. Fish Changes how many fish are visible or spawned at once. It does not change their size. Fog Changes how many fog particles are visible or spawned at once. It does not change their size. Fog Changes how opaque the continuous fog layer appears. Higher values hide more of the underlying map. Ghosts Changes how many ghosts are visible or spawned at once. It does not change their size. Hail Changes how many hail particles are visible or spawned at once. It does not change their size. Magic Crystals Changes how many magic crystals are visible or spawned at once. It does not change their size. Manual Placement custom base Changes how many automatically distributed custom images are active at once. It does not change the number of manually placed images. Rain Changes how many rain streaks are visible or spawned at once. It does not change their size. Rats Changes how many rats are visible or spawned at once. It does not change their size. Sakura Bloom Changes how many sakura bloom particles are visible or spawned at once. It does not change their size. Sakura Blossoms Changes how many sakura blossoms are visible or spawned at once. It does not change their size. Sandstorm Changes how many airborne sand particles are visible or spawned at once. It does not change their size. Snow Changes how many snowflakes are visible or spawned at once. It does not change their size. Snowstorm Changes how many storm snowflakes are visible or spawned at once. It does not change their size. Spiders Changes how many spiders are visible or spawned at once. It does not change their size. Stars Changes how many stars are visible or spawned at once. It does not change their size. Summer Leaves Changes how many airborne summer leaves are visible or spawned at once. It does not change their size. Wind Controls how much visible wind detail appears across the canvas. Wind Wisps Changes how many wind wisps are visible or spawned at once. It does not change their size. |
Depthdepth | range | Controls the apparent depth and layering of the ice surface. | 1 effectIce Controls the apparent depth and layering of the ice surface. |
Depth Colorcolor0 | color | Sets the darkest depth color used behind the aurora ribbons. | 1 effectAurora Borealis Sets the darkest depth color used behind the aurora ribbons. |
Depth GlowtopDownDepth | range | Controls the depth glow beneath the top-down aurora ribbons. | 1 effectAurora Borealis Controls the depth glow beneath the top-down aurora ribbons. |
Depth Patch Size (Grid Spaces)backgroundPatchSize | range | Sets the typical spacing and footprint of rain-depth patches in grid spaces. Smaller values create tighter, less connected shadowing; larger values create broader depth variation. | 1 effectRain Sets the typical spacing and footprint of rain-depth patches in grid spaces. Smaller values create tighter, less connected shadowing; larger values create broader depth variation. |
Depth VariationdepthVariation | range | Correlates leaf size, opacity, and speed to create subtle foreground and background depth. | 2 effectsAutumn Leaves Correlates leaf size, opacity, and speed to create subtle foreground and background depth. Summer Leaves Correlates leaf size, opacity, and speed to create subtle foreground and background depth. |
DirectiondirectionAlso labeled: Slice Direction | range | Behavior varies across 30 effects. Open the effect list for the description used by each one. | 30 effectsAutumn Leaves Sets the primary travel direction for airborne leaves. Directional Spread can add variation around this angle. Bats Sets the primary travel direction for bats. Directional Spread can add variation around this angle. Birds Sets the primary travel direction for birds. Directional Spread can add variation around this angle. Bubbles Sets the primary travel direction for bubbles. Directional Spread can add variation around this angle. Clouds Sets the primary travel direction for clouds. Directional Spread can add variation around this angle. Crows Sets the primary travel direction for crows. Directional Spread can add variation around this angle. Directional Drift custom base Sets the primary travel direction for the custom particles while Top Down and Orbit are disabled. Duststorm Sets the base travel direction of the dust filter. Eagles Sets the primary travel direction for eagles. Directional Spread can add variation around this angle. Embers Sets the primary travel direction for embers. Directional Spread can add variation around this angle. Fire Sets the primary travel direction for flame sprites. Directional Spread can add variation around this angle. Fireflies Sets the primary travel direction for fireflies. Directional Spread can add variation around this angle. Fish Sets the primary travel direction for fish. Directional Spread can add variation around this angle. Fog Sets the primary travel direction for fog particles. Directional Spread can add variation around this angle. Fog Sets the direction the fog layer travels across the canvas. Ghosts Sets the primary travel direction for ghosts. Directional Spread can add variation around this angle. Glitch Sets the primary direction used by the slice bands. Hail Sets the primary travel direction for hail particles. Directional Spread can add variation around this angle. Lightning Bolts Sets the direction horizontal bolts travel when Directional Movement is enabled. Manual Placement custom base Sets the orientation or travel direction used by the custom images. Rain Sets the primary travel direction for rain streaks. Directional Spread can add variation around this angle. Rats Sets the primary travel direction for rats. Directional Spread can add variation around this angle. Sakura Bloom Sets the primary travel direction for sakura bloom particles. Directional Spread can add variation around this angle. Sandstorm Sets the primary travel direction for airborne sand particles. Directional Spread can add variation around this angle. Snow Sets the primary travel direction for snowflakes. Directional Spread can add variation around this angle. Snowstorm Sets the primary travel direction for storm snowflakes. Directional Spread can add variation around this angle. Spiders Sets the primary travel direction for spiders. Directional Spread can add variation around this angle. Summer Leaves Sets the primary travel direction for airborne summer leaves. Directional Spread can add variation around this angle. Wind Sets the base direction of the wind movement. Wind Wisps Sets the primary travel direction for wind wisps. Directional Spread can add variation around this angle. |
Direction Change RadiusdirectionRandomizationRadius | range | Maximum angle each random direction change can move from the current direction. At 1, each change can use the full randomized direction range. | 2 effects |
Direction RandomizationdirectionRandomization | range | Randomly shifts the effect direction over time. At 1, the direction can randomize anywhere around the full compass. | |
Directional MovementdirectionalMovement | checkbox | Behavior varies across 13 effects. Open the effect list for the description used by each one. | 13 effectsAutumn Leaves Makes airborne leaves travel in the configured Direction instead of relying only on the effect's default random movement. Bats Makes bats travel in the configured Direction instead of relying only on the effect's default random movement. Birds Makes birds travel in the configured Direction instead of relying only on the effect's default random movement. Bubbles Makes bubbles travel in the configured Direction instead of relying only on the effect's default random movement. Crows Makes crows travel in the configured Direction instead of relying only on the effect's default random movement. Eagles Makes eagles travel in the configured Direction instead of relying only on the effect's default random movement. Embers Makes embers travel in the configured Direction instead of relying only on the effect's default random movement. Fireflies Makes fireflies travel in the configured Direction instead of relying only on the effect's default random movement. Fish Makes fish travel in the configured Direction instead of relying only on the effect's default random movement. Lightning Bolts Enables a fixed travel direction for horizontal lightning bolts. Rats Makes rats travel in the configured Direction instead of relying only on the effect's default random movement. Spiders Makes spiders travel in the configured Direction instead of relying only on the effect's default random movement. Summer Leaves Makes airborne summer leaves travel in the configured Direction instead of relying only on the effect's default random movement. |
Directional Spreadspread | range | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAutumn Leaves Adds random angular variation around Direction so airborne leaves do not all travel along the same line. Bats Adds random angular variation around Direction so bats do not all travel along the same line. Birds Adds random angular variation around Direction so birds do not all travel along the same line. Bubbles Adds random angular variation around Direction so bubbles do not all travel along the same line. Crows Adds random angular variation around Direction so crows do not all travel along the same line. Eagles Adds random angular variation around Direction so eagles do not all travel along the same line. Fireflies Adds random angular variation around Direction so fireflies do not all travel along the same line. Fish Adds random angular variation around Direction so fish do not all travel along the same line. Rats Adds random angular variation around Direction so rats do not all travel along the same line. Spiders Adds random angular variation around Direction so spiders do not all travel along the same line. Summer Leaves Adds random angular variation around Direction so airborne summer leaves do not all travel along the same line. |
Displacementdisplacement | range | Controls how strongly the ghost artwork warps and ripples while animating. | 1 effectGhosts Controls how strongly the ghost artwork warps and ripples while animating. |
DistortionwindDistortion | range | Controls how strongly each wisp bends and distorts while moving. | 1 effectWind Wisps Controls how strongly each wisp bends and distorts while moving. |
DistortiondistortionAlso labeled: Heat Distortion | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
Drift HeightbackgroundDriftStrengthAlso labeled: Dune Height | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Controls the apparent height difference between shallow sand and raised wind-built dunes. Sandstorm Controls the apparent height difference between shallow sand and raised wind-built dunes. Snow Controls the apparent difference between shallow snow and raised drifts. Drifts align loosely with the snow movement direction. Snowstorm Controls the apparent difference between shallow snow and raised drifts. Drifts align loosely with the snow movement direction. |
Drift Size (Grid Spaces)backgroundDriftScaleAlso labeled: Dune Size (Grid Spaces) | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Sets the broad size of sand dunes in grid spaces. Larger values create wider banks and slower-changing elevation. Sandstorm Sets the broad size of sand dunes in grid spaces. Larger values create wider banks and slower-changing elevation. Snow Sets the broad size of snowdrifts in grid spaces. Larger values create wider, slower-changing banks. Snowstorm Sets the broad size of snowdrifts in grid spaces. Larger values create wider, slower-changing banks. |
Dune MigrationbackgroundMigrationEnabled | checkbox | Slowly moves and reshapes settled dunes after the surface reaches full coverage. The synchronized motion continues across clients and canvas reloads. | 2 effectsDuststorm Slowly moves and reshapes settled dunes after the surface reaches full coverage. The synchronized motion continues across clients and canvas reloads. Sandstorm Slowly moves and reshapes settled dunes after the surface reaches full coverage. The synchronized motion continues across clients and canvas reloads. |
Durationspark_duration | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsLightning Sets how long each lightning flash remains visible before fading out. Lightning Bolts Sets how long each rendered lightning event remains visible. |
Durationduration | range | How long a timed shake or audio-triggered burst remains active, in seconds. | 1 effectScreen Shake How long a timed shake or audio-triggered burst remains active, in seconds. |
Edge DefinitionedgeDefinition | range | Darkens and slightly extends leaf edges for a more distinct stylized silhouette. Set to 0 to disable the effect. | 2 effectsAutumn Leaves Darkens and slightly extends leaf edges for a more distinct stylized silhouette. Set to 0 to disable the effect. Summer Leaves Darkens and slightly extends leaf edges for a more distinct stylized silhouette. Set to 0 to disable the effect. |
Edge Fade %fadePercent | range | Behavior varies across 17 effects. Open the effect list for the description used by each one. | 17 effectsAurora Borealis Controls the edge fade for Aurora Borealis when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Bloom Controls the edge fade for Bloom when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Color Controls the edge fade for Color when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Duststorm Controls the edge fade for Duststorm when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Fire Controls the edge fade for Fire when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Fog Controls the edge fade for Fog when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Glitch Controls the edge fade for Glitch when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Ice Controls the edge fade for Ice when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Lightning Controls the edge fade for Lightning when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Lightning Bolts Controls the edge fade for Lightning Bolts when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Old Film Controls the edge fade for Old Film when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Predator Controls the edge fade for Predator when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Screen Shake Controls the edge fade for Screen Shake when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Sunlight Controls the edge fade for Sunlight when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Underwater Controls the edge fade for Underwater when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Water Controls the edge fade for Water when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. Wind Controls the edge fade for Wind when it is used in an FXMaster: Filter Effects Region behavior. A value of 0 creates a hard Region boundary; higher values soften the transition between filtered and unfiltered areas. |
Edge ProtectionedgeProtection | range | Slightly overscans the composited image while shaking to reduce exposed edges. | 1 effectScreen Shake Slightly overscans the composited image while shaking to reduce exposed edges. |
Edge WidthedgeWidth | range | Controls the width of the leaf edge treatment in screen pixels. | 2 effectsAutumn Leaves Controls the width of the leaf edge treatment in screen pixels. Summer Leaves Controls the width of the leaf edge treatment in screen pixels. |
Enable GlyphsglyphEnable | checkbox | Turns the animated digital glyph overlay on or off. | 1 effectGlitch Turns the animated digital glyph overlay on or off. |
Enable SlicessliceEnable | checkbox | Turns the horizontal and angled scene-slice displacement system on or off. | 1 effectGlitch Turns the horizontal and angled scene-slice displacement system on or off. |
Exit AnchorhorizonEndPosition | range | Sets the ending anchor of the horizon aurora path. | 1 effectAurora Borealis Sets the ending anchor of the horizon aurora path. |
Fill VariationbackgroundFillVariation | range | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAmbient Float custom base Controls how unevenly the background fills. Higher values create more obvious patches before they merge. Autumn Leaves Controls how strongly nearby leaves arrive together. Higher values create more obvious patches and piles that grow over time. Directional Drift custom base Controls how unevenly the background fills. Higher values create more obvious patches before they merge. Duststorm Controls how unevenly sand deposits over time. Higher values produce more distinct accumulation patches before they merge. Rain Controls how unevenly the wet-surface background fills in over time. Higher values create more varied arrival times and patch shapes before full coverage. Sakura Bloom Controls how unevenly the background fills. Higher values create more obvious patches before they merge. Sakura Blossoms Controls how unevenly the background fills. Higher values create more obvious patches before they merge. Sandstorm Controls how unevenly sand deposits over time. Higher values produce more distinct accumulation patches before they merge. Snow Controls how unevenly snow settles over time. Higher values create more distinct patches that spread and merge across the scene. Snowstorm Controls how unevenly snow settles over time. Higher values create more distinct patches that spread and merge across the scene. Summer Leaves Controls how strongly nearby leaves arrive together. Higher values create more obvious patches and piles that grow over time. |
Fish TypefishType | multi-select | Selects which fish families are allowed to appear, such as koi, betta, manta rays, or spirit variants. | 1 effectFish Selects which fish families are allowed to appear, such as koi, betta, manta rays, or spirit variants. |
Flame Spreadheight | range | Controls how far the flame field extends from its anchored base into the viewed area. | 1 effectFire Controls how far the flame field extends from its anchored base into the viewed area. |
Flickerflicker | range | How strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring. | 3 effectsFire How strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring. Fire How strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring. Manual Placement custom base How strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring. |
Flow DirectionflowDirection | range | Sets the direction the water flow travels. | 1 effectWater Sets the direction the water flow travels. |
Flow SpeedflowSpeed | range | Changes how quickly the directional flow moves across the water surface. | 1 effectWater Changes how quickly the directional flow moves across the water surface. |
Flow StrengthflowStrength | range | Controls how strongly the directional flow displaces and stretches the water surface. | 1 effectWater Controls how strongly the directional flow displaces and stretches the water surface. |
Flowing Waterflow | checkbox | Enables continuous directional water flow. This moves the surface pattern without enabling waves or a vortex. | 1 effectWater Enables continuous directional water flow. This moves the surface pattern without enabling waves or a vortex. |
Follow Region PathfollowRegionPath | checkbox | 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. | 1 effectWater 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. |
Frost StrengthfrostStrength | range | Controls how much cloudy frost appears over the ice. | 1 effectIce Controls how much cloudy frost appears over the ice. |
Gammagamma | range | Adjusts midtone brightness without moving the darkest and brightest values as aggressively as Brightness. | 1 effectColor Adjusts midtone brightness without moving the darkest and brightest values as aggressively as Brightness. |
Glowglow | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsFire Controls the brightness of the glow applied around each flame sprite. Fire Controls the brightness and spread of the light-like glow around the flames. Fish Controls the direct glow added around each fish sprite. Ghosts Controls the luminous halo around each ghost. Lightning Bolts Controls the amount of light-like bloom surrounding the bolt. Magic Crystals Controls the direct glow around each crystal sprite. Manual Placement custom base Controls the brightness of the glow applied around each custom image. |
Glow Colorcolor4 | color | Sets the outer glow color around the aurora ribbons. | 1 effectAurora Borealis Sets the outer glow color around the aurora ribbons. |
Glow RadiusglowRadius | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFire Controls how far the sprite glow extends beyond each flame. Manual Placement custom base Controls how far the glow extends beyond each custom image. |
Glyph Cell SizeglyphCell | range | Changes the size of each glyph grid cell. Higher values create larger, more widely spaced symbols. | 1 effectGlitch Changes the size of each glyph grid cell. Higher values create larger, more widely spaced symbols. |
Glyph DensityglyphDensity | range | Controls how many glyphs are visible within the grid. | 1 effectGlitch Controls how many glyphs are visible within the grid. |
Glyph DirectionglyphDirection | range | Sets the direction the glyph overlay travels. | 1 effectGlitch Sets the direction the glyph overlay travels. |
Glyph Flicker SpeedglyphFlickerSpeed | range | Changes how quickly glyphs flicker on and off. | 1 effectGlitch Changes how quickly glyphs flicker on and off. |
Glyph IntensityglyphIntensity | range | Controls the brightness and opacity of the glyph overlay. | 1 effectGlitch Controls the brightness and opacity of the glyph overlay. |
Glyph Move SpeedglyphSpeed | range | Changes how quickly glyph rows move across the scene. | 1 effectGlitch Changes how quickly glyph rows move across the scene. |
Glyph Slice %glyphSlicePct | range | Controls how much of the glyph overlay is affected by the slice displacement system. | 1 effectGlitch Controls how much of the glyph overlay is affected by the slice displacement system. |
Glyph TintglyphColor | color | Sets the color of the digital glyph overlay. | 1 effectGlitch Sets the color of the digital glyph overlay. |
Ground CoveragebackgroundCoverage | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Controls how much of the scene or Region is covered by the persistent background at full coverage. Autumn Leaves Controls the number of settled leaves generated across the scene or Region. Directional Drift custom base Controls how much of the scene or Region is covered by the persistent background at full coverage. Rain Controls how much of the scene or Region carries rain-wet ground, subtle depth shadowing, and moving rain-sheen background at full coverage. Sakura Bloom Controls how much of the scene or Region is covered by the persistent background at full coverage. Sakura Blossoms Controls how much of the scene or Region is covered by the persistent background at full coverage. Summer Leaves Controls the number of settled leaves generated across the scene or Region. |
Ground Movement SpeedbackgroundGroundMovementSpeed | range | Controls how quickly the moving rain-water sheet travels across the wet ground background. Lower values make the ground water calmer; higher values make it run faster. | 1 effectRain Controls how quickly the moving rain-water sheet travels across the wet ground background. Lower values make the ground water calmer; higher values make it run faster. |
Ground Particle SizebackgroundLeafSize | range | Controls the rendered size of particles resting on the ground independently of the falling particle scale. | 2 effectsAutumn Leaves Controls the rendered size of particles resting on the ground independently of the falling particle scale. Summer Leaves Controls the rendered size of particles resting on the ground independently of the falling particle scale. |
Ground Particle SizebackgroundParticleSize | range | Changes the rendered size of particles resting in the persistent background without changing the airborne particle scale. | 4 effectsAmbient Float custom base Changes the rendered size of particles resting in the persistent background without changing the airborne particle scale. Directional Drift custom base Changes the rendered size of particles resting in the persistent background without changing the airborne particle scale. Sakura Bloom Changes the rendered size of particles resting in the persistent background without changing the airborne particle scale. Sakura Blossoms Changes the rendered size of particles resting in the persistent background without changing the airborne particle scale. |
Gustinessgustiness | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsAutumn Leaves Adds shared wind pulses that vary leaf travel speed. Summer Leaves Adds shared wind pulses that vary leaf travel speed. Wind Adds larger shared pulses in wind speed so the effect accelerates and eases instead of remaining constant. |
GustinesswindGustiness | range | Adds larger pulses in wisp speed so the flow does not remain constant. | 1 effectWind Wisps Adds larger pulses in wisp speed so the flow does not remain constant. |
Haze HeighthorizonHazeHeight | range | Controls how far the horizon haze extends vertically from the aurora path. | 1 effectAurora Borealis Controls how far the horizon haze extends vertically from the aurora path. |
Haze StrengthtopDownHazeStrength | range | Controls the amount of haze around the top-down aurora. | 1 effectAurora Borealis Controls the amount of haze around the top-down aurora. |
Haze StrengthhorizonHazeStrength | range | Controls the opacity of the haze beneath the horizon aurora. | 1 effectAurora Borealis Controls the opacity of the haze beneath the horizon aurora. |
Heatheat | range | Color temperature of the flame. Lower values keep the fire cooler/oranger; higher values push the center and Core Flame tint toward hotter white color. | 1 effectFire Color temperature of the flame. Lower values keep the fire cooler/oranger; higher values push the center and Core Flame tint toward hotter white color. |
Horizontal FlipflipHorizontal | checkbox | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFire Mirrors manually placed flame sprites horizontally without changing their position, scale, or direction. Manual Placement custom base Mirrors manually placed custom images horizontally without changing their position, scale, or direction. |
Inner FlameinnerColor | color | Optional tint for the brightest inner flame pixels. Disable Apply to use the effect's default inner flame color. | 1 effectFire Optional tint for the brightest inner flame pixels. Disable Apply to use the effect's default inner flame color. |
Intensityintensity | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsAurora Borealis Controls the brightness and opacity of the aurora ribbons. Fire Controls the brightness, density, and visual force of the procedural flames. |
Jitterjitter | range | Controls how irregular and sharply displaced the bolt path appears. | 1 effectLightning Bolts Controls how irregular and sharply displaced the bolt path appears. |
Lateral MovementlateralMovement | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsBats Adds side-to-side drift to bats while they travel. Higher values create wider lateral movement around the main path. Birds Adds side-to-side drift to birds while they travel. Higher values create wider lateral movement around the main path. Crows Adds side-to-side drift to crows while they travel. Higher values create wider lateral movement around the main path. Eagles Adds side-to-side drift to eagles while they travel. Higher values create wider lateral movement around the main path. Fish Adds side-to-side drift to fish while they travel. Higher values create wider lateral movement around the main path. Rats Adds side-to-side drift to rats while they travel. Higher values create wider lateral movement around the main path. Spiders Adds side-to-side drift to spiders while they travel. Higher values create wider lateral movement around the main path. |
Levelslevels | scene-levels | Behavior varies across 46 effects. Open the effect list for the description used by each one. | 46 effectsAmbient Float custom base Limits Ambient Float to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Aurora Borealis Limits Aurora Borealis to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Autumn Leaves Limits Autumn Leaves to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Bats Limits Bats to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Birds Limits Birds to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Bloom Limits Bloom to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Bubbles Limits Bubbles to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Clouds Limits Clouds to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Color Limits Color to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Crows Limits Crows to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Directional Drift custom base Limits Directional Drift to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Duststorm Limits Duststorm to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Eagles Limits Eagles to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Embers Limits Embers to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fire Limits Fire to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fire Limits Fire to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fireflies Limits Fireflies to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fish Limits Fish to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fog Limits Fog to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Fog Limits Fog to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Ghosts Limits Ghosts to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Glitch Limits Glitch to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Hail Limits Hail to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Ice Limits Ice to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Lightning Limits Lightning to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Lightning Bolts Limits Lightning Bolts to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Magic Crystals Limits Magic Crystals to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Manual Placement custom base Limits Manual Placement to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Old Film Limits Old Film to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Predator Limits Predator to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Rain Limits Rain to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Rats Limits Rats to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Sakura Bloom Limits Sakura Bloom to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Sakura Blossoms Limits Sakura Blossoms to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Sandstorm Limits Sandstorm to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Screen Shake Limits Screen Shake to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Snow Limits Snow to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Snowstorm Limits Snowstorm to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Spiders Limits Spiders to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Stars Limits Stars to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Summer Leaves Limits Summer Leaves to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Sunlight Limits Sunlight to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Underwater Limits Underwater to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Water Limits Water to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Wind Limits Wind to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. Wind Wisps Limits Wind Wisps to the selected Scene Levels. Leave All Levels selected when the effect should appear at every elevation. |
Lifetimelifetime | range | Behavior varies across 27 effects. Open the effect list for the description used by each one. | 27 effectsAmbient Float custom base Changes how long individual custom particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Autumn Leaves Changes how long individual airborne leaves remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Bats Changes how long individual bats remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Birds Changes how long individual birds remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Bubbles Changes how long individual bubbles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Clouds Changes how long individual clouds remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Crows Changes how long individual crows remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Directional Drift custom base Changes how long individual custom particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Eagles Changes how long individual eagles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Embers Changes how long individual embers remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Fireflies Changes how long individual fireflies remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Fish Changes how long individual fish remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Fog Changes how long individual fog particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Ghosts Changes how long individual ghosts remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Hail Changes how long individual hail particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Magic Crystals Changes how long individual magic crystals remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Rain Changes how long individual rain streaks remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Rats Changes how long individual rats remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Sakura Bloom Changes how long individual sakura bloom particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Sakura Blossoms Changes how long individual sakura blossoms remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Sandstorm Changes how long individual airborne sand particles remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Snow Changes how long individual snowflakes remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Snowstorm Changes how long individual storm snowflakes remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Spiders Changes how long individual spiders remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Stars Changes how long individual stars remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Summer Leaves Changes how long individual airborne summer leaves remain active before they are recycled or replaced. Higher values usually allow longer travel paths. Wind Wisps Changes how long individual wind wisps remain active before they are recycled or replaced. Higher values usually allow longer travel paths. |
Light ColorlightColor | color | Color used by the linked Foundry ambient light source. | 2 effectsFire Color used by the linked Foundry ambient light source. Manual Placement custom base Color used by the linked Foundry ambient light source. |
Light FlickerlightFlicker | range | Torch animation strength for the linked Foundry ambient light source. Set to 0 for a steady light. | 2 effectsFire Torch animation strength for the linked Foundry ambient light source. Set to 0 for a steady light. Manual Placement custom base Torch animation strength for the linked Foundry ambient light source. Set to 0 for a steady light. |
Light IntensitylightAlpha | range | Color intensity and opacity of the linked Foundry ambient light source. | 2 effectsFire Color intensity and opacity of the linked Foundry ambient light source. Manual Placement custom base Color intensity and opacity of the linked Foundry ambient light source. |
Light RadiuslightRadius | range | Dim light radius for each manually placed fire, measured in grid spaces. | 2 effectsFire Dim light radius for each manually placed fire, measured in grid spaces. Manual Placement custom base Dim light radius for each manually placed fire, measured in grid spaces. |
Light SourcelightSource | checkbox | Creates and manages Foundry ambient light sources for manually placed fire particles on the current Scene. | 2 effectsFire Creates and manages Foundry ambient light sources for manually placed fire particles on the current Scene. Manual Placement custom base Creates and manages Foundry ambient light sources for manually placed fire particles on the current Scene. |
Lightning ModemodeAlso labeled: Aurora Mode | multi-select, select | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsAurora Borealis Selects the Side, Top-Down, or Horizon presentation. Each mode changes how the aurora is positioned and which controls are available. Lightning Bolts Selects whether the effect creates horizontal bolts, top-down strikes, or both supported presentations. |
Line WidthlineWidth | range | Changes the width of the bright refractive outline around distorted areas. | 1 effectPredator Changes the width of the bright refractive outline around distorted areas. |
Line Widththickness | range | Controls the width of the main lightning bolt lines. | 1 effectLightning Bolts Controls the width of the main lightning bolt lines. |
Lower Curtain Colorcolor1 | color | Sets the lower curtain color used toward the base of the aurora. | 1 effectAurora Borealis Sets the lower curtain color used toward the base of the aurora. |
Manual Float RadiusmanualFloatRadius | range | Maximum distance a manually placed ghost can drift from its placement point, in grid spaces. | 1 effectGhosts Maximum distance a manually placed ghost can drift from its placement point, in grid spaces. |
Manual PlacementmanualPlacementAlso labeled: Manual Painting | checkbox | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsFire Replaces automatic flame distribution with exact positions placed on the current Scene. Each placed flame can keep its own direction and optional light settings. Ghosts Replaces automatic ghost distribution with exact positions placed on the current Scene. Manual Placement custom base Uses exact positions placed on the current Scene instead of distributing the custom images automatically. Wind Restrict movement to painted areas while leaving the subtle visible wind sheen across the full Scene or Region. |
Manual Placement ControlsplacementActions | particle-actions | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsFire Opens the controls used to place flames, delete a selected placement, or clear the manually placed flames from the current Scene. Ghosts Opens the controls used to place ghosts, undo the most recent placement, or clear the manually placed ghosts from the current Scene. Manual Placement custom base Opens the controls used to place custom images, delete a selected placement, or clear every placement for this effect. |
Migration Speed (Grid Spaces/Minute)backgroundMigrationSpeed | range | Approximate downwind travel in grid spaces per minute. Broad banks move more slowly than fine ridges so the surface reshapes instead of sliding as one texture. | 2 effectsDuststorm Approximate downwind travel in grid spaces per minute. Broad banks move more slowly than fine ridges so the surface reshapes instead of sliding as one texture. Sandstorm Approximate downwind travel in grid spaces per minute. Broad banks move more slowly than fine ridges so the surface reshapes instead of sliding as one texture. |
Mixed ColorsmixedColors | checkbox | Allows colors from the selected palette to blend across individual ribbons instead of assigning a more uniform color to each one. | 1 effectAurora Borealis Allows colors from the selected palette to blend across individual ribbons instead of assigning a more uniform color to each one. |
Noise Densitynoise | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
Noise SizenoiseSize | range | Changes the size of the film-grain pattern. Higher values make each grain cluster larger and more visible. | 1 effectOld Film Changes the size of the film-grain pattern. Higher values make each grain cluster larger and more visible. |
Opacityalpha | range | Behavior varies across 30 effects. Open the effect list for the description used by each one. | 30 effectsAmbient Float custom base Controls the transparency of custom particles. Lower values allow more of the map to show through. Autumn Leaves Controls the transparency of airborne leaves. Lower values allow more of the map to show through. Bats Controls the transparency of bats. Lower values allow more of the map to show through. Birds Controls the transparency of birds. Lower values allow more of the map to show through. Bubbles Controls the transparency of bubbles. Lower values allow more of the map to show through. Clouds Controls the transparency of clouds. Lower values allow more of the map to show through. Crows Controls the transparency of crows. Lower values allow more of the map to show through. Directional Drift custom base Controls the transparency of custom particles. Lower values allow more of the map to show through. Eagles Controls the transparency of eagles. Lower values allow more of the map to show through. Embers Controls the transparency of embers. Lower values allow more of the map to show through. Fire Controls the transparency of the flame sprites. Fireflies Controls the transparency of fireflies. Lower values allow more of the map to show through. Fish Controls the transparency of fish. Lower values allow more of the map to show through. Fog Controls the transparency of fog particles. Lower values allow more of the map to show through. Ghosts Controls the transparency of ghosts. Lower values allow more of the map to show through. Hail Controls the transparency of hail particles. Lower values allow more of the map to show through. Magic Crystals Controls the transparency of magic crystals. Lower values allow more of the map to show through. Manual Placement custom base Controls the transparency of the custom images. Rain Controls the transparency of rain streaks. Lower values allow more of the map to show through. Rats Controls the transparency of rats. Lower values allow more of the map to show through. Sakura Bloom Controls the transparency of sakura bloom particles. Lower values allow more of the map to show through. Sakura Blossoms Controls the transparency of sakura blossoms. Lower values allow more of the map to show through. Sandstorm Controls the transparency of airborne sand particles. Lower values allow more of the map to show through. Snow Controls the transparency of snowflakes. Lower values allow more of the map to show through. Snowstorm Controls the transparency of storm snowflakes. Lower values allow more of the map to show through. Spiders Controls the transparency of spiders. Lower values allow more of the map to show through. Stars Controls the transparency of stars. Lower values allow more of the map to show through. Summer Leaves Controls the transparency of airborne summer leaves. Lower values allow more of the map to show through. Sunlight Controls the overall opacity of the sunlight rays. Wind Wisps Controls the transparency of wind wisps. Lower values allow more of the map to show through. |
Opacityopacity | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Controls the final opacity of the dust filter after density and streak detail are calculated. Fire Controls the final transparency of the complete Fire filter. Lightning Bolts Controls the overall transparency of the bolt and glow. Wind Controls the final transparency of the visible wind treatment. |
Orbitorbit | checkbox | Behavior varies across 20 effects. Open the effect list for the description used by each one. | 20 effectsAutumn Leaves Makes airborne leaves circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Bats Makes bats circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Birds Makes birds circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Bubbles Makes bubbles circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Clouds Makes clouds circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Crows Makes crows circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Directional Drift custom base Makes custom particles circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Eagles Makes eagles circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Embers Makes embers circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Fireflies Makes fireflies circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Fish Makes fish circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Ghosts Makes ghosts circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Magic Crystals Makes magic crystals circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Rats Makes rats circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Sakura Bloom Makes sakura bloom particles circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Sandstorm Makes airborne sand particles circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Spiders Makes spiders circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Stars Makes stars circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Summer Leaves Makes airborne summer leaves circulate around the effect area instead of only crossing the canvas in a straight or drifting path. Wind Wisps Makes wind wisps circulate around the effect area instead of only crossing the canvas in a straight or drifting path. |
Orbit DistanceorbitDistance | range | Behavior varies across 20 effects. Open the effect list for the description used by each one. | 20 effectsAutumn Leaves Controls the radius of the path used while Orbit is enabled. Higher values keep airborne leaves farther from the orbit center. Bats Controls the radius of the path used while Orbit is enabled. Higher values keep bats farther from the orbit center. Birds Controls the radius of the path used while Orbit is enabled. Higher values keep birds farther from the orbit center. Bubbles Controls the radius of the path used while Orbit is enabled. Higher values keep bubbles farther from the orbit center. Clouds Controls the radius of the path used while Orbit is enabled. Higher values keep clouds farther from the orbit center. Crows Controls the radius of the path used while Orbit is enabled. Higher values keep crows farther from the orbit center. Directional Drift custom base Controls the radius of the path used while Orbit is enabled. Higher values keep custom particles farther from the orbit center. Eagles Controls the radius of the path used while Orbit is enabled. Higher values keep eagles farther from the orbit center. Embers Controls the radius of the path used while Orbit is enabled. Higher values keep embers farther from the orbit center. Fireflies Controls the radius of the path used while Orbit is enabled. Higher values keep fireflies farther from the orbit center. Fish Controls the radius of the path used while Orbit is enabled. Higher values keep fish farther from the orbit center. Ghosts Controls the radius of the path used while Orbit is enabled. Higher values keep ghosts farther from the orbit center. Magic Crystals Controls the radius of the path used while Orbit is enabled. Higher values keep magic crystals farther from the orbit center. Rats Controls the radius of the path used while Orbit is enabled. Higher values keep rats farther from the orbit center. Sakura Bloom Controls the radius of the path used while Orbit is enabled. Higher values keep sakura bloom particles farther from the orbit center. Sandstorm Controls the radius of the path used while Orbit is enabled. Higher values keep airborne sand particles farther from the orbit center. Spiders Controls the radius of the path used while Orbit is enabled. Higher values keep spiders farther from the orbit center. Stars Controls the radius of the path used while Orbit is enabled. Higher values keep stars farther from the orbit center. Summer Leaves Controls the radius of the path used while Orbit is enabled. Higher values keep airborne summer leaves farther from the orbit center. Wind Wisps Controls the radius of the path used while Orbit is enabled. Higher values keep wind wisps farther from the orbit center. |
Outer FlameouterColor | color | Optional tint for the darker outer flame pixels and glow. Disable Apply to use the effect's default outer flame color. | 1 effectFire Optional tint for the darker outer flame pixels and glow. Disable Apply to use the effect's default outer flame color. |
Overhead DrophorizonDip | range | Controls how far the horizon path drops overhead before reaching its exit anchor. | 1 effectAurora Borealis Controls how far the horizon path drops overhead before reaching its exit anchor. |
PaintingmanualPaintActions | filter-actions | Paint areas that should move, erase existing coverage, or clear the current Scene or Region mask. | 1 effectWind Paint areas that should move, erase existing coverage, or clear the current Scene or Region mask. |
Parallel Raysparallel | checkbox | Keeps the sunlight rays parallel instead of making them converge toward a single source point. | 1 effectSunlight Keeps the sunlight rays parallel instead of making them converge toward a single source point. |
Path AngletopDownAngle | range | Rotates the top-down aurora path across the scene. | 1 effectAurora Borealis Rotates the top-down aurora path across the scene. |
Path InfluencepathInfluence | range | Available only in a Region Water effect while Follow Region Path is enabled. Controls how strongly the Region path overrides the base Flow Direction. Higher values follow the path more closely. | 1 effectWater Available only in a Region Water effect while Follow Region Path is enabled. Controls how strongly the Region path overrides the base Flow Direction. Higher values follow the path more closely. |
Path SlanthorizonAngle | range | Controls the slant of the horizon aurora path between its start and exit anchors. | 1 effectAurora Borealis Controls the slant of the horizon aurora path between its start and exit anchors. |
Periodfrequency | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsLightning Sets the approximate time between automatic lightning flashes. Higher values create longer gaps between flashes. Lightning Bolts Sets the approximate time between automatic lightning events. Higher values create longer gaps. |
Pile AmountbackgroundPileStrength | range | Behavior varies across 6 effects. Open the effect list for the description used by each one. | 6 effectsAmbient Float custom base Controls how strongly settled particles cluster into overlapping piles instead of spreading evenly. Autumn Leaves Controls how strongly leaves cluster into overlapping piles instead of distributing evenly. Directional Drift custom base Controls how strongly settled particles cluster into overlapping piles instead of spreading evenly. Sakura Bloom Controls how strongly settled particles cluster into overlapping piles instead of spreading evenly. Sakura Blossoms Controls how strongly settled particles cluster into overlapping piles instead of spreading evenly. Summer Leaves Controls how strongly leaves cluster into overlapping piles instead of distributing evenly. |
Pile Size (Grid Spaces)backgroundPileSize | range | Behavior varies across 6 effects. Open the effect list for the description used by each one. | 6 effectsAmbient Float custom base Controls the broad size of each settled-particle pile in grid spaces. Autumn Leaves Sets the broad size of clustered leaf piles in grid spaces. Directional Drift custom base Controls the broad size of each settled-particle pile in grid spaces. Sakura Bloom Controls the broad size of each settled-particle pile in grid spaces. Sakura Blossoms Controls the broad size of each settled-particle pile in grid spaces. Summer Leaves Sets the broad size of clustered leaf piles in grid spaces. |
Rainbowrainbow | checkbox | Cycles crystal colors through a rainbow treatment instead of using only the selected Tint. | 1 effectMagic Crystals Cycles crystal colors through a rainbow treatment instead of using only the selected Tint. |
Ray Directionangle | range | Sets the direction the sunlight rays travel across the canvas. | 1 effectSunlight Sets the direction the sunlight rays travel across the canvas. |
Ray Intensitygain | range | Controls the brightness and visual strength of the sunlight rays. | 1 effectSunlight Controls the brightness and visual strength of the sunlight rays. |
Ray Lengthbeam_length | range | Controls how far each sunlight ray extends across the canvas. | 1 effectSunlight Controls how far each sunlight ray extends across the canvas. |
Ray Volumelacunarity | range | Controls how much ray detail and variation fills the beam area. Higher values create a fuller, more textured light volume. | 1 effectSunlight Controls how much ray detail and variation fills the beam area. Higher values create a fuller, more textured light volume. |
Refill Trails Over TimebackgroundTrailRefillEnabled | checkbox | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently. Sandstorm Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently. Snow Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently from older ones. Snowstorm Gradually restores each token trail over the configured Trail Refill Time. Newer trail segments refill independently from older ones. |
Reflection BlurreflectionBlur | range | Controls how soft or sharp the reflected image appears. | 1 effectIce Controls how soft or sharp the reflected image appears. |
Reflection DistancereflectionDistance | range | Controls how far the reflected image is offset from the source artwork. | 1 effectIce Controls how far the reflected image is offset from the source artwork. |
Reflection FresnelreflectionFresnel | range | Controls how strongly the reflection increases toward glancing viewing angles and surface edges. | 1 effectIce Controls how strongly the reflection increases toward glancing viewing angles and surface edges. |
Reflection StrengthreflectionStrength | range | Controls how strongly the scene is reflected in the ice. | 1 effectIce Controls how strongly the scene is reflected in the ice. |
Refractionrefraction | range | Controls how strongly the Water filter bends and distorts the map beneath it. | 1 effectWater Controls how strongly the Water filter bends and distorts the map beneath it. |
Ribbon WidthribbonWidth | range | Changes the width of each aurora ribbon. | 1 effectAurora Borealis Changes the width of each aurora ribbon. |
Rippleliveliness | range | Adds smooth per-leaf flex, edge tilt, and light variation so leaf textures appear less flat. | 2 effectsAutumn Leaves Adds smooth per-leaf flex, edge tilt, and light variation so leaf textures appear less flat. Summer Leaves Adds smooth per-leaf flex, edge tilt, and light variation so leaf textures appear less flat. |
Rotation StrengthrotationStrength | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsSakura Bloom Controls how strongly sakura bloom particles rotate while moving. Higher values produce more visible turning and spin. Snowstorm How strongly particles rotate as they move. 0 = no rotation; 1 = maximum configured rotation. |
Sand GritbackgroundSandRippleStrength | range | Controls fine grit and speckled sand texture instead of long wind-line ripples. Higher values make the settled sand look rougher and more granular. | 2 effectsDuststorm Controls fine grit and speckled sand texture instead of long wind-line ripples. Higher values make the settled sand look rougher and more granular. Sandstorm Controls fine grit and speckled sand texture instead of long wind-line ripples. Higher values make the settled sand look rougher and more granular. |
Saturationsaturation | range | Changes the amount of color in the scene. Lower values move toward grayscale; higher values make colors more vivid. | 1 effectColor Changes the amount of color in the scene. Lower values move toward grayscale; higher values make colors more vivid. |
Scalescale | range | Behavior varies across 31 effects. Open the effect list for the description used by each one. | 31 effectsAmbient Float custom base Changes the rendered size of custom particles. It does not change how many particles are present. Autumn Leaves Changes the rendered size of airborne leaves. It does not change how many particles are present. Bats Changes the rendered size of bats. It does not change how many particles are present. Birds Changes the rendered size of birds. It does not change how many particles are present. Bubbles Changes the rendered size of bubbles. It does not change how many particles are present. Clouds Changes the rendered size of clouds. It does not change how many particles are present. Crows Changes the rendered size of crows. It does not change how many particles are present. Directional Drift custom base Changes the rendered size of custom particles. It does not change how many particles are present. Eagles Changes the rendered size of eagles. It does not change how many particles are present. Embers Changes the rendered size of embers. It does not change how many particles are present. Fire Changes the rendered size of each flame sprite. In Manual Placement, this affects the placed flames as well as procedural flames. Fireflies Changes the rendered size of fireflies. It does not change how many particles are present. Fish Changes the rendered size of fish. It does not change how many particles are present. Fog Changes the rendered size of fog particles. It does not change how many particles are present. Ghosts Changes the rendered size of ghosts. It does not change how many particles are present. Hail Changes the rendered size of hail particles. It does not change how many particles are present. Magic Crystals Changes the rendered size of magic crystals. It does not change how many particles are present. Manual Placement custom base Changes the rendered size of each custom image. In Manual Placement, this affects the placed images as well as automatically distributed particles. Rain Changes the rendered size of rain streaks. It does not change how many particles are present. Rats Changes the rendered size of rats. It does not change how many particles are present. Sakura Bloom Changes the rendered size of sakura bloom particles. It does not change how many particles are present. Sakura Blossoms Changes the rendered size of sakura blossoms. It does not change how many particles are present. Sandstorm Changes the rendered size of airborne sand particles. It does not change how many particles are present. Snow Changes the rendered size of snowflakes. It does not change how many particles are present. Snowstorm Changes the rendered size of storm snowflakes. It does not change how many particles are present. Spiders Changes the rendered size of spiders. It does not change how many particles are present. Stars Changes the rendered size of stars. It does not change how many particles are present. Summer Leaves Changes the rendered size of airborne summer leaves. It does not change how many particles are present. Underwater Changes the size of the moving underwater distortion pattern. Higher values create broader ripples across the scene. Water Changes the size of the water distortion pattern. Higher values create broader surface detail. Wind Wisps Changes the rendered size of wind wisps. It does not change how many particles are present. |
Scaledimensions | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Changes the size of the dust pattern. Higher values create broader streaks and larger areas of variation. Fire Changes the overall scale of the procedural fire pattern across the canvas. Fog Changes the size of the fog pattern. Lower values create smaller, tighter detail; higher values create broader fog banks. Wind Changes the size of the wind pattern. Higher values create broader movement bands across the scene. |
ScaleiceScale | range | Changes the size of the ice, frost, and vein pattern. Higher values create broader frozen features. | 1 effectIce Changes the size of the ice, frost, and vein pattern. Higher values create broader frozen features. |
Scratch DensityscratchDensity | range | Changes how many film scratches are visible at the same time. | 1 effectOld Film Changes how many film scratches are visible at the same time. |
Scratch Sizescratch | range | Changes the width and visibility of individual film scratches. | 1 effectOld Film Changes the width and visibility of individual film scratches. |
Sepiasepia | range | Adds a warm brown archival tint to the scene. Higher values move farther away from the original colors. | 1 effectOld Film Adds a warm brown archival tint to the scene. Higher values move farther away from the original colors. |
Settle ImpactbackgroundInteractionSettleImpact | range | Behavior varies across 6 effects. Open the effect list for the description used by each one. | 6 effectsAmbient Float custom base Controls how strongly disturbed particles bounce or react when they settle back onto the surface. Autumn Leaves Controls how strongly disturbed leaves bounce when they settle back onto the ground. Directional Drift custom base Controls how strongly disturbed particles bounce or react when they settle back onto the surface. Sakura Bloom Controls how strongly disturbed particles bounce or react when they settle back onto the surface. Sakura Blossoms Controls how strongly disturbed particles bounce or react when they settle back onto the surface. Summer Leaves Controls how strongly disturbed leaves bounce when they settle back onto the ground. |
Settle Time (Seconds)backgroundInteractionSettleTime | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Sets the approximate number of seconds disturbed background particles remain active before settling. Autumn Leaves Approximate time trailed leaves remain active before friction brings them to rest. Directional Drift custom base Sets the approximate number of seconds disturbed background particles remain active before settling. Rain Approximate time token-created splashes and wakes remain visible before fading back into the wet surface. Sakura Bloom Sets the approximate number of seconds disturbed background particles remain active before settling. Sakura Blossoms Sets the approximate number of seconds disturbed background particles remain active before settling. Summer Leaves Approximate time trailed leaves remain active before friction brings them to rest. |
Settle Time (Seconds)tokenTrailSettleTime | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
ShadowdropShadow | checkbox | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsBats Adds a separate projected shadow beneath bats to give the effect more depth against the map. Birds Adds a separate projected shadow beneath birds to give the effect more depth against the map. Clouds Adds a separate projected shadow beneath clouds to give the effect more depth against the map. Crows Adds a separate projected shadow beneath crows to give the effect more depth against the map. Eagles Adds a separate projected shadow beneath eagles to give the effect more depth against the map. |
Shadow BlurshadowBlur | range | Controls how soft the projected shadow edges appear. | |
Shadow DistanceshadowDistance | range | Controls how far the projected shadow is offset from the visible particle. | 5 effectsBats Controls how far the projected shadow is offset from the visible particle. Birds Controls how far the projected shadow is offset from the visible particle. Clouds Controls how far the projected shadow is offset from the visible particle. Crows Controls how far the projected shadow is offset from the visible particle. Eagles Controls how far the projected shadow is offset from the visible particle. |
Shadow OnlyshadowOnly | checkbox | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effects |
Shadow OpacityshadowOpacity | range | Controls the transparency of the projected shadows. | |
Shadow PositionshadowRotation | range | Sets the direction the projected shadow falls relative to the visible particle. | 5 effectsBats Sets the direction the projected shadow falls relative to the visible particle. Birds Sets the direction the projected shadow falls relative to the visible particle. Clouds Sets the direction the projected shadow falls relative to the visible particle. Crows Sets the direction the projected shadow falls relative to the visible particle. Eagles Sets the direction the projected shadow falls relative to the visible particle. |
Sheen StrengthsheenStrengthAlso labeled: Highlight | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
Sheen TintsheenTint | color | Sets the color of the moving highlight across the ice surface. | 1 effectIce Sets the color of the moving highlight across the ice surface. |
Shimmer SpeedbackgroundShimmerSpeed | range | Controls how quickly local specular shimmer pulses across the wet surface. Lower values are nearly still; higher values create visibly faster sparkling highlights. | 1 effectRain Controls how quickly local specular shimmer pulses across the wet surface. Lower values are nearly still; higher values create visibly faster sparkling highlights. |
Slice Blue XblueX | range | Offsets the blue color channel horizontally inside displaced slices. | 1 effectGlitch Offsets the blue color channel horizontally inside displaced slices. |
Slice Blue YblueY | range | Offsets the blue color channel vertically inside displaced slices. | 1 effectGlitch Offsets the blue color channel vertically inside displaced slices. |
Slice Countslices | range | Controls how many displaced slice bands are generated across the scene. | 1 effectGlitch Controls how many displaced slice bands are generated across the scene. |
Slice Crosshatchcrosshatch | checkbox | Adds intersecting slice directions so the glitch breaks the scene into a crosshatched pattern instead of a single directional set. | 1 effectGlitch Adds intersecting slice directions so the glitch breaks the scene into a crosshatched pattern instead of a single directional set. |
Slice Green XgreenX | range | Offsets the green color channel horizontally inside displaced slices. | 1 effectGlitch Offsets the green color channel horizontally inside displaced slices. |
Slice Green YgreenY | range | Offsets the green color channel vertically inside displaced slices. | 1 effectGlitch Offsets the green color channel vertically inside displaced slices. |
Slice Offsetoffset | range | Controls how far each slice can be displaced from its original position. | 1 effectGlitch Controls how far each slice can be displaced from its original position. |
Slice PixelationsliceJaggedness | range | Adds blocky pixel steps along slice edges. Higher values make the displaced bands look more digital and broken. | 1 effectGlitch Adds blocky pixel steps along slice edges. Higher values make the displaced bands look more digital and broken. |
Slice RandomizationrefreshRate | range | Controls how often the slice layout is randomized. Higher values produce more frequent jumps and changes. | 1 effectGlitch Controls how often the slice layout is randomized. Higher values produce more frequent jumps and changes. |
Slice Red XredX | range | Offsets the red color channel horizontally inside displaced slices. | 1 effectGlitch Offsets the red color channel horizontally inside displaced slices. |
Slice Red YredY | range | Offsets the red color channel vertically inside displaced slices. | 1 effectGlitch Offsets the red color channel vertically inside displaced slices. |
Slice Shard AnglesliceShardAngle | range | Tilts and shears the displaced slice bands to create shard-like breaks. | 1 effectGlitch Tilts and shears the displaced slice bands to create shard-like breaks. |
Slice SpeedscrollSpeed | range | Changes how quickly the slice pattern moves across the scene. | 1 effectGlitch Changes how quickly the slice pattern moves across the scene. |
Smokesmoke | range | Amount of top-down smoke haze generated by the Fire filter. 0 disables smoke. | 1 effectFire Amount of top-down smoke haze generated by the Fire filter. 0 disables smoke. |
Smoke ColorsmokeColor | color | Color used by top-down smoke haze and soot. | 1 effectFire Color used by top-down smoke haze and soot. |
Smoothnesssmoothness | range | Smooths the shake path. Higher = softer camera drift; lower = harsher impact jitter. | 1 effectScreen Shake Smooths the shake path. Higher = softer camera drift; lower = harsher impact jitter. |
Softnesssoftness | range | Controls how soft the ribbon edges and internal folds appear. | 1 effectAurora Borealis Controls how soft the ribbon edges and internal folds appear. |
Sound FXsoundFxEnabled | checkbox | Behavior varies across 47 effects. Open the effect list for the description used by each one. | 47 effectsAmbient Float custom base Enables audio for Ambient Float when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Aurora Borealis Enables audio for Aurora Borealis when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Autumn Leaves Enables audio for Autumn Leaves when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Bats Enables audio for Bats when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Birds Enables audio for Birds when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Bloom Enables audio for Bloom when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Bubbles Enables audio for Bubbles when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Clouds Enables audio for Clouds when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Color Enables audio for Color when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Crows Enables audio for Crows when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Directional Drift custom base Enables audio for Directional Drift when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Duststorm Enables audio for Duststorm when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Eagles Enables audio for Eagles when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Embers Enables audio for Embers when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fire Enables audio for Fire when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fire Enables audio for Fire when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fireflies Enables audio for Fireflies when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fish Enables audio for Fish when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fog Enables audio for Fog when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Fog Enables audio for Fog when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Ghosts Enables audio for Ghosts when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Glitch Enables audio for Glitch when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Hail Enables audio for Hail when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Ice Enables audio for Ice when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Lightning Enables audio for Lightning when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Lightning Bolts Enables audio for Lightning Bolts when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Magic Crystals Enables audio for Magic Crystals when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Manual Placement custom base Enables audio for Manual Placement when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Old Film Enables audio for Old Film when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Predator Enables audio for Predator when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Rain Enables audio for Rain when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Rats Enables audio for Rats when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Sakura Bloom Enables audio for Sakura Bloom when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Sakura Blossoms Enables audio for Sakura Blossoms when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Sandstorm Enables audio for Sandstorm when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Screen Shake Enables audio for Screen Shake when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Snow Enables audio for Snow when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Snowstorm Enables audio for Snowstorm when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Sound Only custom base Allows the Sound Only effect to activate a matching FXMaster+ SoundFX rule. The effect does not create visual particles. Spiders Enables audio for Spiders when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Stars Enables audio for Stars when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Summer Leaves Enables audio for Summer Leaves when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Sunlight Enables audio for Sunlight when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Underwater Enables audio for Underwater when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Water Enables audio for Water when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Wind Enables audio for Wind when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. Wind Wisps Enables audio for Wind Wisps when a matching active FXMaster+ SoundFX rule is available. This setting does not create sound by itself. |
Sound FX SoundssoundFxManualSoundIds | multi-select | Behavior varies across 47 effects. Open the effect list for the description used by each one. | 47 effectsAmbient Float custom base Limits Ambient Float to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Aurora Borealis Limits Aurora Borealis to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Autumn Leaves Limits Autumn Leaves to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Bats Limits Bats to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Birds Limits Birds to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Bloom Limits Bloom to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Bubbles Limits Bubbles to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Clouds Limits Clouds to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Color Limits Color to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Crows Limits Crows to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Directional Drift custom base Limits Directional Drift to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Duststorm Limits Duststorm to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Eagles Limits Eagles to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Embers Limits Embers to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fire Limits Fire to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fire Limits Fire to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fireflies Limits Fireflies to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fish Limits Fish to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fog Limits Fog to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Fog Limits Fog to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Ghosts Limits Ghosts to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Glitch Limits Glitch to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Hail Limits Hail to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Ice Limits Ice to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Lightning Limits Lightning to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Lightning Bolts Limits Lightning Bolts to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Magic Crystals Limits Magic Crystals to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Manual Placement custom base Limits Manual Placement to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Old Film Limits Old Film to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Predator Limits Predator to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Rain Limits Rain to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Rats Limits Rats to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Sakura Bloom Limits Sakura Bloom to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Sakura Blossoms Limits Sakura Blossoms to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Sandstorm Limits Sandstorm to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Screen Shake Limits Screen Shake to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Snow Limits Snow to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Snowstorm Limits Snowstorm to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Sound Only custom base Limits the Sound Only effect to the selected sounds when its matching manual SoundFX rule contains multiple choices. Spiders Limits Spiders to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Stars Limits Stars to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Summer Leaves Limits Summer Leaves to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Sunlight Limits Sunlight to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Underwater Limits Underwater to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Water Limits Water to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Wind Limits Wind to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. Wind Wisps Limits Wind Wisps to selected sounds when a matching enabled SoundFX rule uses Multi-Sound Mode = Manual with at least two configured sounds. Leave the selection empty to use the rule's normal sound selection. |
Spawn ModespawnMode | select | Chooses whether leaves spawn across the view, along the top edge, or along the edge facing into the selected wind direction. | 2 effectsAutumn Leaves Chooses whether leaves spawn across the view, along the top edge, or along the edge facing into the selected wind direction. Summer Leaves Chooses whether leaves spawn across the view, along the top edge, or along the edge facing into the selected wind direction. |
SpeedspeedAlso labeled: Shake Speed | range | Behavior varies across 36 effects. Open the effect list for the description used by each one. | 36 effectsAmbient Float custom base Changes how quickly custom particles move and animate across the canvas. It does not change particle size or count. Aurora Borealis Changes how quickly the aurora ribbons drift and animate. Autumn Leaves Changes how quickly airborne leaves move and animate across the canvas. It does not change particle size or count. Bats Changes how quickly bats move and animate across the canvas. It does not change particle size or count. Birds Changes how quickly birds move and animate across the canvas. It does not change particle size or count. Bubbles Changes how quickly bubbles move and animate across the canvas. It does not change particle size or count. Clouds Changes how quickly clouds move and animate across the canvas. It does not change particle size or count. Crows Changes how quickly crows move and animate across the canvas. It does not change particle size or count. Directional Drift custom base Changes how quickly custom particles move and animate across the canvas. It does not change particle size or count. Duststorm Changes how quickly the dust travels in the selected direction. Eagles Changes how quickly eagles move and animate across the canvas. It does not change particle size or count. Embers Changes how quickly embers move and animate across the canvas. It does not change particle size or count. Fire Changes how quickly the Fire animation moves. Fireflies Changes how quickly fireflies move and animate across the canvas. It does not change particle size or count. Fish Changes how quickly fish move and animate across the canvas. It does not change particle size or count. Fog Changes how quickly fog particles move and animate across the canvas. It does not change particle size or count. Fog Changes how quickly the fog pattern drifts across the canvas. Ghosts Changes how quickly ghosts move and animate across the canvas. It does not change particle size or count. Hail Changes how quickly hail particles move and animate across the canvas. It does not change particle size or count. Lightning Bolts Changes how quickly the bolt animation forms and travels. Magic Crystals Changes how quickly magic crystals move and animate across the canvas. It does not change particle size or count. Rain Changes how quickly rain streaks move and animate across the canvas. It does not change particle size or count. Rats Changes how quickly rats move and animate across the canvas. It does not change particle size or count. Sakura Bloom Changes how quickly sakura bloom particles move and animate across the canvas. It does not change particle size or count. Sakura Blossoms Changes how quickly sakura blossoms move and animate across the canvas. It does not change particle size or count. Sandstorm Changes how quickly airborne sand particles move and animate across the canvas. It does not change particle size or count. Screen Shake Controls how quickly the shake changes direction. Higher values feel like rapid vibration; lower values feel like a heavier rolling impact. Snow Changes how quickly snowflakes move and animate across the canvas. It does not change particle size or count. Snowstorm Changes how quickly storm snowflakes move and animate across the canvas. It does not change particle size or count. Spiders Changes how quickly spiders move and animate across the canvas. It does not change particle size or count. Stars Changes how quickly stars move and animate across the canvas. It does not change particle size or count. Summer Leaves Changes how quickly airborne summer leaves move and animate across the canvas. It does not change particle size or count. Sunlight Changes how quickly the sunlight texture shifts and shimmers within the rays. Underwater Changes how quickly the underwater distortion moves. Wind Changes how quickly the wind pattern travels in the selected direction. Wind Wisps Changes how quickly wind wisps move and animate across the canvas. It does not change particle size or count. |
Speedperiod | range | Changes how quickly the distortion pattern evolves and moves across the scene. | 1 effectPredator Changes how quickly the distortion pattern evolves and moves across the scene. |
Spin SpeedspinAlso labeled: Spin | range | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsAmbient Float custom base Controls how quickly the custom particles rotate around their own center while drifting. Autumn Leaves Changes how quickly airborne leaves spin around their own center while moving. Directional Drift custom base Controls how quickly the custom particles rotate around their own center while moving. Magic Crystals Changes how quickly the crystal sprites rotate while moving. Summer Leaves Changes how quickly airborne summer leaves spin around their own center while moving. |
Splashsplash | checkbox | Enables animated impact splashes where the rain reaches the scene surface. | 1 effectRain Enables animated impact splashes where the rain reaches the scene surface. |
Splash DensitysplashDensity | range | Scales only the animated rain-splash population. Falling rain still uses the main Density control. | 1 effectRain Scales only the animated rain-splash population. Falling rain still uses the main Density control. |
Splash ScalesplashScale | range | Scales only the animated rain-splash sprites. Falling rain still uses the main Scale control. | 1 effectRain Scales only the animated rain-splash sprites. Falling rain still uses the main Scale control. |
Start AnchorhorizonStartPosition | range | Sets the starting anchor of the horizon aurora path. | 1 effectAurora Borealis Sets the starting anchor of the horizon aurora path. |
Still Water SpeedstillSpeed | range | Changes the subtle motion speed used when Flow, Waves, and Vortex are not providing stronger movement. | 1 effectWater Changes the subtle motion speed used when Flow, Waves, and Vortex are not providing stronger movement. |
Streakinessstreakiness | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
StrengthstrengthAlso labeled: Opacity | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsIce Controls the overall opacity of the ice treatment. Lower values preserve more of the original map. Screen Shake Maximum shake displacement. 0 = no movement; 1 = strongest shake. Water Controls the overall opacity and visibility of the Water filter. |
Sway FrequencyswayFrequency | range | Speed of the slower directional bend inside painted Manual Painting areas. Higher values create faster motion without adding high-frequency ripples. | 1 effectWind Speed of the slower directional bend inside painted Manual Painting areas. Higher values create faster motion without adding high-frequency ripples. |
Sway StrengthswayStrength | range | Strength of the slower directional bend inside painted Manual Painting areas. Higher values create larger tree, flag, or fabric motion. | 1 effectWind Strength of the slower directional bend inside painted Manual Painting areas. Higher values create larger tree, flag, or fabric motion. |
Sweep OpacitybackgroundSweepOpacity | range | Controls how visible the wind-swept background snow sheet is. | 1 effectSnowstorm Controls how visible the wind-swept background snow sheet is. |
Sweep ScalebackgroundSweepScale | range | Controls the size and spacing of the sweeping background snow bands. | 1 effectSnowstorm Controls the size and spacing of the sweeping background snow bands. |
Sweep SpeedbackgroundSweepSpeed | range | Controls how quickly the sweeping background snow sheet moves. | 1 effectSnowstorm Controls how quickly the sweeping background snow sheet moves. |
Sweep StrengthbackgroundSweepStrength | range | Controls how dense and contrasty the sweeping background snow sheet appears. | 1 effectSnowstorm Controls how dense and contrasty the sweeping background snow sheet appears. |
Sweeping SnowbackgroundSweepEnabled | checkbox | Adds the broad wind-swept snow sheet to the snow storm background instead of tying it to the main snowflake density. | 1 effectSnowstorm Adds the broad wind-swept snow sheet to the snow storm background instead of tying it to the main snowflake density. |
Sync with Lightning FlashsyncFlash | checkbox | Triggers the core Lightning flash at the same time as a bolt so the scene brightens with the strike. | 1 effectLightning Bolts Triggers the core Lightning flash at the same time as a bolt so the scene brightens with the strike. |
Synchronized DirectionsynchronizedDirection | checkbox | Behavior varies across 15 effects. Open the effect list for the description used by each one. | 15 effectsAutumn Leaves Uses the active Wind or Duststorm direction for Autumn Leaves. When the source direction changes, this effect follows it. Bubbles Uses the active Wind or Duststorm direction for Bubbles. When the source direction changes, this effect follows it. Clouds Uses the active Wind or Duststorm direction for Clouds. When the source direction changes, this effect follows it. Embers Uses the active Wind or Duststorm direction for Embers. When the source direction changes, this effect follows it. Fog Uses the active Wind or Duststorm direction for Fog. When the source direction changes, this effect follows it. Fog Uses the active Wind or Duststorm direction for Fog. When the source direction changes, this effect follows it. Hail Uses the active Wind or Duststorm direction for Hail. When the source direction changes, this effect follows it. Rain Uses the active Wind or Duststorm direction for Rain. When the source direction changes, this effect follows it. Sakura Bloom Uses the active Wind or Duststorm direction for Sakura Bloom. When the source direction changes, this effect follows it. Sandstorm Uses the active Wind or Duststorm direction for Sandstorm. When the source direction changes, this effect follows it. Snow Uses the active Wind or Duststorm direction for Snow. When the source direction changes, this effect follows it. Snowstorm Uses the active Wind or Duststorm direction for Snowstorm. When the source direction changes, this effect follows it. Summer Leaves Uses the active Wind or Duststorm direction for Summer Leaves. When the source direction changes, this effect follows it. Water Uses the active Wind or Duststorm direction for Water. When the source direction changes, this effect follows it. Wind Wisps Uses the active Wind or Duststorm direction for Wind Wisps. When the source direction changes, this effect follows it. |
Thresholdthreshold | range | Sets how bright a scene pixel must be before Bloom affects it. Lower values bloom more of the map; higher values restrict the glow to the brightest areas. | 1 effectBloom Sets how bright a scene pixel must be before Bloom affects it. Lower values bloom more of the map; higher values restrict the glow to the brightest areas. |
Time Between Direction ChangesdirectionChangeTime | range | Average time in seconds between smooth random direction changes. | |
Time to Full CoveragebackgroundDuration | range | Behavior varies across 11 effects. Open the effect list for the description used by each one. | 11 effectsAmbient Float custom base Sets how many seconds an accumulating background takes to reach its configured full coverage. Autumn Leaves Seconds required for the settled leaf field to reach its configured ground coverage. Directional Drift custom base Sets how many seconds an accumulating background takes to reach its configured full coverage. Duststorm Seconds required for accumulating sand to reach complete coverage. Rain Seconds required for the rain background to reach full wet-surface coverage. Sakura Bloom Sets how many seconds an accumulating background takes to reach its configured full coverage. Sakura Blossoms Sets how many seconds an accumulating background takes to reach its configured full coverage. Sandstorm Seconds required for accumulating sand to reach complete coverage. Snow Seconds required for an accumulating background to reach full coverage. Snowstorm Seconds required for snow storm accumulation to reach full coverage. Summer Leaves Seconds required for the settled leaf field to reach its configured ground coverage. |
Timedtimed | checkbox | When enabled, the scene effect turns itself off after Duration. Disable for a continuous shake, or enable Audio Aware for audio-triggered bursts. | 1 effectScreen Shake When enabled, the scene effect turns itself off after Duration. Disable for a continuous shake, or enable Audio Aware for audio-triggered bursts. |
TinttintAlso labeled: Water Tint | color | Behavior varies across 30 effects. Open the effect list for the description used by each one. | 30 effectsAmbient Float custom base Applies the selected color tint to custom particles. Disable Apply to keep the effect's original colors. Autumn Leaves Applies the selected color tint to airborne leaves. Disable Apply to keep the effect's original colors. Bats Applies the selected color tint to bats. Disable Apply to keep the effect's original colors. Birds Applies the selected color tint to birds. Disable Apply to keep the effect's original colors. Bubbles Applies the selected color tint to bubbles. Disable Apply to keep the effect's original colors. Clouds Applies the selected color tint to clouds. Disable Apply to keep the effect's original colors. Crows Applies the selected color tint to crows. Disable Apply to keep the effect's original colors. Directional Drift custom base Applies the selected color tint to custom particles. Disable Apply to keep the effect's original colors. Eagles Applies the selected color tint to eagles. Disable Apply to keep the effect's original colors. Embers Applies the selected color tint to embers. Disable Apply to keep the effect's original colors. Fire Applies a color tint to the flame sprites. Disable Apply to keep the original fire artwork colors. Fireflies Applies the selected color tint to fireflies. Disable Apply to keep the effect's original colors. Fish Applies the selected color tint to fish. Disable Apply to keep the effect's original colors. Fog Applies the selected color tint to fog particles. Disable Apply to keep the effect's original colors. Ghosts Applies the selected color tint to ghosts. Disable Apply to keep the effect's original colors. Hail Applies the selected color tint to hail particles. Disable Apply to keep the effect's original colors. Magic Crystals Applies the selected color tint to magic crystals. Disable Apply to keep the effect's original colors. Manual Placement custom base Applies a color tint to the custom images. Disable Apply to retain the original image colors. Rain Applies the selected color tint to rain streaks. Disable Apply to keep the effect's original colors. Rats Applies the selected color tint to rats. Disable Apply to keep the effect's original colors. Sakura Bloom Applies the selected color tint to sakura bloom particles. Disable Apply to keep the effect's original colors. Sakura Blossoms Applies the selected color tint to sakura blossoms. Disable Apply to keep the effect's original colors. Sandstorm Applies the selected color tint to airborne sand particles. Disable Apply to keep the effect's original colors. Snow Applies the selected color tint to snowflakes. Disable Apply to keep the effect's original colors. Snowstorm Applies the selected color tint to storm snowflakes. Disable Apply to keep the effect's original colors. Spiders Applies the selected color tint to spiders. Disable Apply to keep the effect's original colors. Stars Applies the selected color tint to stars. Disable Apply to keep the effect's original colors. Summer Leaves Applies the selected color tint to airborne summer leaves. Disable Apply to keep the effect's original colors. Water Sets the base color of the Water filter across the scene or Region. Wind Wisps Applies the selected color tint to wind wisps. Disable Apply to keep the effect's original colors. |
TintcolorAlso labeled: Highlight Tint | color | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsColor Applies the selected tint across the scene before the blend mode and color adjustments are calculated. Disable Apply to leave the original hue unchanged. Duststorm Sets the tint of the airborne dust filter. The color is applied across the moving streaks and haze. Fog Sets the color of the continuous fog layer. The selected color is blended into the haze across the scene or Region. Lightning Sets the color of the full-scene lightning flash. Disable Apply to use the default white flash. Lightning Bolts Sets the color of the rendered lightning bolts and their glow. Sunlight Sets the tint of the sunlight rays. Disable Apply to use the default warm sunlight color. Wind Sets the tint of the visible wind sheen and streaks. |
TinticeTint | color | Sets the main color of the ice layer across the scene. | 1 effectIce Sets the main color of the ice layer across the scene. |
Token AvoidancetokenAvoidance | checkbox | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsFireflies Makes fireflies steer away from eligible tokens instead of moving directly through them. Fish Makes fish steer away from eligible tokens instead of moving directly through them. Ghosts Makes ghosts steer away from eligible tokens instead of moving directly through them. Rats Makes rats steer away from eligible tokens instead of moving directly through them. Spiders Makes spiders steer away from eligible tokens instead of moving directly through them. |
Token DispositionstokenAvoidanceDispositions | multi-select | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsFireflies Selects which token dispositions fireflies avoid. The default includes friendly, neutral, hostile, and secret tokens. Fish Selects which token dispositions fish avoid. The default includes friendly, neutral, hostile, and secret tokens. Ghosts Selects which token dispositions ghosts avoid. The default includes friendly, neutral, hostile, and secret tokens. Rats Selects which token dispositions rats avoid. The default includes friendly, neutral, hostile, and secret tokens. Spiders Selects which token dispositions spiders avoid. The default includes friendly, neutral, hostile, and secret tokens. |
Token Elevation ThresholdbackgroundInteractionElevationThreshold | number-infinity | Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. | 5 effectsAutumn Leaves Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. Rain Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. Snow Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. Snowstorm Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. Summer Leaves Tokens higher than this elevation above the effects ground level do not carve trails. Leave empty to let tokens at any elevation affect the background. In regions and V14 scene levels, the bottom elevation is used and empty/infinite bottoms are treated as 0. In V13, scene effects use elevation 0. |
Token TrailstokenTrailsEnabled | checkbox | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effectsBubbles Pop bubbles that moving tokens pass through. Fog Moving visible tokens temporarily lower fog opacity along their path. The cleared area fades smoothly back to normal fog opacity. Water Create temporary swimming-style ripples, side displacement, and a slight wake where visible tokens move through the Water filter. |
Token TrailsbackgroundInteractionEnabled | checkbox | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Allows moving tokens to disturb the persistent background and leave visible trails through it. Autumn Leaves Allow visible token trails to push, spin, and briefly lift nearby settled leaves while moving through them. Displaced leaves settle in their new positions for the current canvas session. Directional Drift custom base Allows moving tokens to disturb the persistent background and leave visible trails through it. Rain Create short-lived water splashes and wake highlights from visible token trails moving through the rain wet-surface background. Sakura Bloom Allows moving tokens to disturb the persistent background and leave visible trails through it. Sakura Blossoms Allows moving tokens to disturb the persistent background and leave visible trails through it. Summer Leaves Allow visible token trails to push, spin, and briefly lift nearby settled leaves while moving through them. Displaced leaves settle in their new positions for the current canvas session. |
Token TrailsbackgroundTrailsEnabled | checkbox | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Let visible tokens press darker, lower trails into accumulated sand as they move. Sandstorm Let visible tokens press darker, lower trails into accumulated sand as they move. Snow Create visible background trails as tokens move through the surface. By default trails remain for the current canvas session; Refill Trails Over Time can gradually restore the background. Snowstorm Create visible background trails as tokens move through the surface. By default trails remain for the current canvas session; Refill Trails Over Time can gradually restore the background. |
Top DowntopDown | checkbox | Behavior varies across 10 effects. Open the effect list for the description used by each one. | 10 effectsAutumn Leaves Switches Autumn Leaves to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Bubbles Switches Bubbles to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Directional Drift custom base Switches Directional Drift to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Embers Switches Embers to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Hail Switches Hail to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Rain 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. Sakura Bloom Switches Sakura Bloom to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Snow Switches Snow to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Snowstorm Switches Snowstorm to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. Summer Leaves Switches Summer Leaves to the overhead presentation intended for top-down maps. This changes particle projection and movement, so set it before finalizing scale and direction. |
Top Down BoltstopDownBolts | range | Sets the base number of bolts generated during a top-down strike. | 1 effectLightning Bolts Sets the base number of bolts generated during a top-down strike. |
Top Down ScaletopDownScale | range | Changes the overall size of bolts rendered in top-down mode. | 1 effectLightning Bolts Changes the overall size of bolts rendered in top-down mode. |
Trailtrail | range | Controls the length and visibility of the motion trail behind moving fish. | 1 effectFish Controls the length and visibility of the motion trail behind moving fish. |
Trail Lift ChancebackgroundInteractionLiftChance | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Controls how often a disturbed background particle is lifted briefly into the air instead of only sliding along the surface. Autumn Leaves Controls the chance that a trailed leaf briefly lifts above the ground before settling. Directional Drift custom base Controls how often a disturbed background particle is lifted briefly into the air instead of only sliding along the surface. Rain Controls how often token-created rain-water trails throw small side splashes along the token footprint edges. Set this to 0 for wake highlights only. Sakura Bloom Controls how often a disturbed background particle is lifted briefly into the air instead of only sliding along the surface. Sakura Blossoms Controls how often a disturbed background particle is lifted briefly into the air instead of only sliding along the surface. Summer Leaves Controls the chance that a trailed leaf briefly lifts above the ground before settling. |
Trail Refill TimebackgroundTrailRefillDuration | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Seconds required for sand to refill each token trail after Refill Trails Over Time is enabled. Sandstorm Seconds required for sand to refill each token trail after Refill Trails Over Time is enabled. Snow Seconds required for the background to refill each token trail after Refill Trails Over Time is enabled. Snowstorm Seconds required for the background to refill each token trail after Refill Trails Over Time is enabled. |
Trail StrengthtokenTrailStrength | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | |
Trail StrengthbackgroundInteractionStrength | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Controls how forcefully token movement displaces the settled background particles. Autumn Leaves Controls how forcefully token trails push nearby leaves. Directional Drift custom base Controls how forcefully token movement displaces the settled background particles. Rain Controls how bright and forceful token-created water trails appear. Sakura Bloom Controls how forcefully token movement displaces the settled background particles. Sakura Blossoms Controls how forcefully token movement displaces the settled background particles. Summer Leaves Controls how forcefully token trails push nearby leaves. |
Trail StrengthbackgroundTrailStrength | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Controls the depth and visibility of trails pressed into the sand. Sandstorm Controls the depth and visibility of trails pressed into the sand. Snow Controls how much the background surface is displaced along token trails. Snowstorm Controls how much the background surface is displaced along token trails. |
Trail SwirlbackgroundInteractionSwirl | range | Behavior varies across 6 effects. Open the effect list for the description used by each one. | 6 effectsAmbient Float custom base Adds sideways spin and curved movement to settled particles displaced by token trails. Autumn Leaves Adds sideways flutter and spin to leaves disturbed by token trails. Directional Drift custom base Adds sideways spin and curved movement to settled particles displaced by token trails. Sakura Bloom Adds sideways spin and curved movement to settled particles displaced by token trails. Sakura Blossoms Adds sideways spin and curved movement to settled particles displaced by token trails. Summer Leaves Adds sideways flutter and spin to leaves disturbed by token trails. |
Trail WidthtokenTrailWidth | range | Behavior varies across 3 effects. Open the effect list for the description used by each one. | 3 effects |
Trail WidthbackgroundInteractionRadius | range | Behavior varies across 7 effects. Open the effect list for the description used by each one. | 7 effectsAmbient Float custom base Sets the width of each token-created trail as a multiplier of the moving token footprint. Autumn Leaves Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size. Directional Drift custom base Sets the width of each token-created trail as a multiplier of the moving token footprint. Rain Sets splash and wake trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size. Sakura Bloom Sets the width of each token-created trail as a multiplier of the moving token footprint. Sakura Blossoms Sets the width of each token-created trail as a multiplier of the moving token footprint. Summer Leaves Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size. |
Trail WidthbackgroundTrailWidth | range | Behavior varies across 4 effects. Open the effect list for the description used by each one. | 4 effectsDuststorm Sets trail width as a multiplier of the moving token's footprint. Sandstorm Sets trail width as a multiplier of the moving token's footprint. Snow Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size. Snowstorm Sets trail width as a multiplier of the moving token's footprint. 1 is approximately the token's size. |
Trigger ChancetriggerChance | range | Controls the chance that a scheduled lightning event actually produces a visible bolt. | 1 effectLightning Bolts Controls the chance that a scheduled lightning event actually produces a visible bolt. |
Turbulenceturbulence | range | Behavior varies across 5 effects. Open the effect list for the description used by each one. | 5 effectsAutumn Leaves Adds small independent changes to leaf travel direction. Fire Adds irregular curling and break-up to the flame movement. Summer Leaves Adds small independent changes to leaf travel direction. Water Adds irregular local movement to the water surface so flow and waves are less uniform. Wind Irregular movement inside painted Manual Painting areas. Higher values create rougher local motion. |
TurbulencewindTurbulence | range | Adds small irregular direction changes to the visible wisps. | 1 effectWind Wisps Adds small irregular direction changes to the visible wisps. |
Variable Bolt CounttopDownBoltsVariable | checkbox | Varies the number of top-down bolts around the configured Top Down Bolts value instead of using the same count every time. | 1 effectLightning Bolts Varies the number of top-down bolts around the configured Top Down Bolts value instead of using the same count every time. |
Variantsvariants | multi-select | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsGhosts Selects which ghost sprite variants can appear. Multiple selections mix those designs within the same effect. Summer Leaves Choose which Summer Leaves types can appear. Each leaf type includes both color variants. Empty or invalid selection uses Tree Leaves. |
VariantsspritesheetsAlso labeled: Sprites | multi-select | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFire Selects which flame sprite variants can appear. Multiple selections mix different flame sizes and shapes within the same effect. Manual Placement custom base Selects which uploaded images are available for this custom effect and for individual manual placements. |
Vein StrengthveinStrength | range | Controls the visibility of cracks and vein-like detail in the ice. | 1 effectIce Controls the visibility of cracks and vein-like detail in the ice. |
Vortex Center SizevortexSize | range | Changes the radius of the calm or tightly rotating center of the vortex. | 1 effectWater Changes the radius of the calm or tightly rotating center of the vortex. |
Vortex SpeedvortexSpeed | range | Changes how quickly the vortex rotates. | 1 effectWater Changes how quickly the vortex rotates. |
Vortex StrengthvortexStrength | range | Controls how strongly the water is pulled into circular motion around the vortex center. | 1 effectWater Controls how strongly the water is pulled into circular motion around the vortex center. |
Vortex Watervortex | checkbox | Enables rotating water around a central vortex area. | 1 effectWater Enables rotating water around a central vortex area. |
Water ShimmerbackgroundShimmerStrength | range | Controls animated specular highlights across the wet surface. Set this to 0 for a calmer rain-darkened surface. | 1 effectRain Controls animated specular highlights across the wet surface. Set this to 0 for a calmer rain-darkened surface. |
Water SpeedwaterSpeed | range | Changes how quickly the under-ice water pattern moves. | 1 effectIce Changes how quickly the under-ice water pattern moves. |
Water StrengthwaterStrength | range | Controls how visible the moving water layer is beneath the ice. | 1 effectIce Controls how visible the moving water layer is beneath the ice. |
Water TintwaterTint | color | Sets the color of the darker water or depth layer beneath the ice. | 1 effectIce Sets the color of the darker water or depth layer beneath the ice. |
Wave DirectionwaveDirection | range | Sets the direction the wave pattern travels. | 1 effectWater Sets the direction the wave pattern travels. |
Wave SpeedwaveSpeed | range | Changes how quickly the wave pattern travels. | 1 effectWater Changes how quickly the wave pattern travels. |
Wave StrengthwaveStrength | range | Controls the height and visibility of the wave distortion. | 1 effectWater Controls the height and visibility of the wave distortion. |
Waveswaves | checkbox | Enables a separate directional wave layer over the water surface. | 1 effectWater Enables a separate directional wave layer over the water surface. |
Wavinesswaviness | range | Controls how strongly the aurora ribbons bend and undulate along their length. | 1 effectAurora Borealis Controls how strongly the aurora ribbons bend and undulate along their length. |
Wet Surface SheenbackgroundReflectionStrength | range | Controls the broad reflective wet-surface sheen that develops across the scene as rain accumulates. | 1 effectRain Controls the broad reflective wet-surface sheen that develops across the scene as rain accumulates. |
Wind Strengthwind | range | How strongly the upper flame volume, smoke, and heat shimmer sway side-to-side with air currents. | 1 effectFire How strongly the upper flame volume, smoke, and heat shimmer sway side-to-side with air currents. |
Wobblewobble | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | |
Wobble FrequencywobbleFrequency | range | Changes how quickly the airborne sand wobble repeats. | 1 effectSandstorm Changes how quickly the airborne sand wobble repeats. |
X AdjustmentxAdjustment | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFire Moves the automatically distributed flame field horizontally in grid spaces. This does not move individually placed flames. Manual Placement custom base Moves the automatically distributed custom particle field horizontally in grid spaces. This does not move individually placed particles. |
Y AdjustmentyAdjustment | range | Behavior varies across 2 effects. Open the effect list for the description used by each one. | 2 effectsFire Moves the automatically distributed flame field vertically in grid spaces. This does not move individually placed flames. Manual Placement custom base Moves the automatically distributed custom particle field vertically in grid spaces. This does not move individually placed particles. |
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