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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.

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
Above Darkness Presents compatible filters or Fireworks above Foundry scene darkness
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
Region Boundary Avoidance Steers Animal particles away from their Region boundary and holes while Orbit is off
Token Heat Seek / Token Disposition Uses visible matching tokens as heat sources for Predator
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

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.

355 unique parameter keys

ParameterControl typeDescriptionUsed by
Above DarknessaboveDarknesscheckboxBehavior varies across 7 effects. Open the effect list for the description used by each one.
7 effects
Affected Source ColorscolorFamiliesmulti-selectSelects which source color families are eligible for Neon. All includes every available family.
1 effect
Animationsanimationsmulti-selectBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Appearance FrequencyapparitionFrequencyrangeShortens the pause between automatic shadow appearances as the value increases. At 0, automatic humanoids do not appear, but tendrils can still appear. This control is hidden in Manual Placement.
1 effect
Audio AwareaudioAwarecheckboxBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Audio Bass ThresholdaudioBassThresholdrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Audio ChannelsaudioChannelsmulti-selectBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Aurora CountauroraCountrangeSets how many separate aurora ribbons are rendered at once.
1 effect
Aurora PalettepaletteAlso labeled: Color Paletteselect, multi-selectBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Avoid Stationary TokenstokenAvoidanceAtRestcheckboxBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Avoidance RadiustokenAvoidanceRadiusrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Avoidance StrengthtokenAvoidanceStrengthrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
AxisaxisselectLimit shake movement to both axes, horizontal only, or vertical only.
1 effect
BackgroundbackgroundEnabledcheckboxBehavior varies across 10 effects. Open the effect list for the description used by each one.
10 effects
Background FillbackgroundModeselectBehavior varies across 10 effects. Open the effect list for the description used by each one.
10 effects
Background OpacitybackgroundOpacityAlso labeled: Wet Surface OpacityrangeBehavior varies across 10 effects. Open the effect list for the description used by each one.
10 effects
Below ForegroundbelowForegroundcheckboxBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Below TilesbelowTilescheckboxBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Below TokensbelowTokenscheckboxBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Blend ModeblendModeselectHow the adjusted color result blends with the sampled scene color.
1 effect
BloombloomScalerangeControls the strength of the bloom added around pixels that pass the Threshold setting. Higher values make those highlights brighter and more prominent.
1 effect
BloombloomrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
BlurblurrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Bolt LengthlengthrangeControls how far each lightning bolt extends across the canvas.
1 effect
BranchinessbranchesrangeControls how many secondary branches split away from the main bolt.
1 effect
BranchingbranchingrangeAdds side branches to the main tendrils and smaller forks at higher values. At 0, only the main stems remain. Branches flex with their parent tendril.
1 effect
Bright Edge Colorcolor3colorSets the brighter edge color along the most visible folds.
1 effect
Bright RadiuslightBrightRadiusrangeBright light radius for each manually placed fire, measured in grid spaces. This cannot exceed the dim light radius.
2 effects
BrightnessbrightnessrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Brush Radius (Grid Spaces)manualPaintBrushSizerangeSets the radius of the Paint and Erase brushes in grid spaces.
1 effect
Burn DurationburnTokenDurationrangeSeconds the visual burn remains after the token leaves the fire. Re-entering the fire refreshes this timer.
2 effects
Burn OpacityburnTokenAlpharangeMaximum opacity of the token-shaped pulsing burn indicator.
2 effects
Burn Pulse DetailburnTokenIntensityrangeControls the amount of smoke, ember, and pulse detail blended into each burning token.
2 effects
Burn TintburnTokenTintcolorOptional override color for the token burn pulse. Disable Apply to use the fire particle tint or the default orange heat color.
2 effects
Burn TokensburnTokenscheckboxApplies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect.
2 effects
Burn Trigger RadiusburnTokenRadiusrangeHow close a token must be to a fire particle source or manual fire placement to trigger burning, measured in grid spaces.
2 effects
Burn Visual ScaleburnTokenScalerangeCoverage 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 effects
Burst Duration (ms)burstDurationrangeSets how long the sparks from a Burst shell remain visible, in milliseconds. Longer bursts can overlap more heavily when Period is short.
1 effect
Burst StyleburstStylemulti-selectChooses the shell shapes available for Burst mode. Each shell can use a selected style; Mixed or an empty selection allows all five styles, including rings and trailing willow sparks.
1 effect
Caustic StrengthcausticStrengthrangeControls the brightness and contrast of the visible caustic pattern.
1 effect
CausticscausticsrangeControls how visible the animated light patterns are on the water surface. Set it to 0 to remove caustics.
1 effect
Caustics TintcausticsTintcolorSets the color of the caustic highlights.
1 effect
Clockwise RotationvortexClockwisecheckboxSets the vortex to rotate clockwise. Disable it for counterclockwise rotation.
1 effect
ContrastcontrastrangeChanges the separation between dark and bright values. Higher values deepen shadows and strengthen highlights.
1 effect
Core Colorcolor2colorSets the main core color through the center of each ribbon.
1 effect
Core FlamecoreColorcolorTint 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 effect
Curtain FalloffsideCurtainHeightrangeControls how far the side-view curtain extends vertically before fading out.
1 effect
Curtain Height PositionsideVerticalPositionrangeMoves the side-view aurora curtain higher or lower in the visible scene.
1 effect
Custom Color 1fireworkColor1colorSets custom palette color 1. The slot is used when Custom Colors is selected in Color Palette; disable Apply to exclude it. With no custom slots enabled, the custom palette uses white.
1 effect
Custom Color 2fireworkColor2colorSets custom palette color 2. The slot is used when Custom Colors is selected in Color Palette; disable Apply to exclude it. With no custom slots enabled, the custom palette uses white.
1 effect
Custom Color 3fireworkColor3colorSets custom palette color 3. The slot is used when Custom Colors is selected in Color Palette; disable Apply to exclude it. With no custom slots enabled, the custom palette uses white.
1 effect
Custom Color 4fireworkColor4colorSets custom palette color 4. The slot is used when Custom Colors is selected in Color Palette; disable Apply to exclude it. With no custom slots enabled, the custom palette uses white.
1 effect
Custom Color 5fireworkColor5colorSets custom palette color 5. The slot is used when Custom Colors is selected in Color Palette; disable Apply to exclude it. With no custom slots enabled, the custom palette uses white.
1 effect
Custom Color RangecustomColorRangerangeControls how much hue variation around each enabled custom source color is accepted. Shade variation is controlled separately.
1 effect
Custom Shade RangecustomShadeRangerangeControls how much lighter or darker a source color can be while still matching an enabled custom source color.
1 effect
Custom Source Color 1customSourceColor1colorSelects the first custom source color to match. Disable Apply to ignore this slot.
1 effect
Custom Source Color 2customSourceColor2colorSelects the second custom source color to match. Disable Apply to ignore this slot.
1 effect
Custom Source Color 3customSourceColor3colorSelects the third custom source color to match. Disable Apply to ignore this slot.
1 effect
Custom Source Color 4customSourceColor4colorSelects the fourth custom source color to match. Disable Apply to ignore this slot.
1 effect
Custom Source Color 5customSourceColor5colorSelects the fifth custom source color to match. Disable Apply to ignore this slot.
1 effect
Darkness ActivationdarknessActivationEnabledcheckboxBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Darkness Activation RangedarknessActivationRangerange-dualBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
DecaydecayrangeHow strongly a timed shake fades toward zero over its duration.
1 effect
DensitydensityAlso labeled: OpacityrangeBehavior varies across 33 effects. Open the effect list for the description used by each one.
33 effects
DepthdepthrangeControls the apparent depth and layering of the ice surface.
1 effect
Depth Colorcolor0colorSets the darkest depth color used behind the aurora ribbons.
1 effect
Depth GlowtopDownDepthrangeControls the depth glow beneath the top-down aurora ribbons.
1 effect
Depth Patch Size (Grid Spaces)backgroundPatchSizerangeSets 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 effect
Depth VariationdepthVariationrangeCorrelates leaf size, opacity, and speed to create subtle foreground and background depth.
2 effects
Detection ModedetectionModeselectChooses the brightness, saturation, or combined signal used while matching Color Families.
1 effect
DirectiondirectionAlso labeled: Slice DirectionrangeBehavior varies across 30 effects. Open the effect list for the description used by each one.
30 effects
Direction Change RadiusdirectionRandomizationRadiusrangeMaximum 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 RandomizationdirectionRandomizationrangeRandomly shifts the effect direction over time. At 1, the direction can randomize anywhere around the full compass.
2 effects
Directional MovementdirectionalMovementcheckboxBehavior varies across 14 effects. Open the effect list for the description used by each one.
14 effects
Directional SpreadspreadrangeBehavior varies across 11 effects. Open the effect list for the description used by each one.
11 effects
DisplacementdisplacementrangeControls how strongly the ghost artwork warps and ripples while animating.
1 effect
DistortionwindDistortionrangeControls how strongly each wisp bends and distorts while moving.
1 effect
DistortiondistortionAlso labeled: Heat DistortionrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Dragon Duration (ms)dragonDurationrangeSets the duration of the dragon formation, flight, and finale in milliseconds. A matching firework burst follows the dragon sequence before the next Period begins.
1 effect
Dragon Spark DetaildragonDetailrangeChanges the number of sparks defining the dragon. Higher values create a more detailed silhouette and require more rendering work.
1 effect
Drift HeightbackgroundDriftStrengthAlso labeled: Dune HeightrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Drift Size (Grid Spaces)backgroundDriftScaleAlso labeled: Dune Size (Grid Spaces)rangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Dune MigrationbackgroundMigrationEnabledcheckboxSlowly moves and reshapes settled dunes after the surface reaches full coverage. The synchronized motion continues across clients and canvas reloads.
2 effects
Durationspark_durationrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
DurationdurationrangeHow long a timed shake or audio-triggered burst remains active, in seconds.
1 effect
Edge DefinitionedgeDefinitionAlso labeled: Outline DefinitionrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Edge Fade %fadePercentrangeBehavior varies across 19 effects. Open the effect list for the description used by each one.
19 effects
Edge ProtectionedgeProtectionrangeSlightly overscans the composited image while shaking to reduce exposed edges.
1 effect
Edge WidthedgeWidthrangeControls the width of the leaf edge treatment in screen pixels.
2 effects
Enable GlyphsglyphEnablecheckboxTurns the animated digital glyph overlay on or off.
1 effect
Enable SlicessliceEnablecheckboxTurns the horizontal and angled scene-slice displacement system on or off.
1 effect
Exit AnchorhorizonEndPositionrangeSets the ending anchor of the horizon aurora path.
1 effect
Fade Time (Seconds)fadeTimerangeSets the length of each fade into and out of an automatic appearance, in seconds. Both transitions use this duration separately. It does not control the overall effect fade when the effect is enabled or disabled.
1 effect
Fill VariationbackgroundFillVariationrangeBehavior varies across 10 effects. Open the effect list for the description used by each one.
10 effects
Firework ModefireworkModeselectSelects Burst for conventional firework shells or Dragon for a forming, flying spark dragon and its finale. Mode-specific controls appear for the selected presentation.
1 effect
Firework Size (grid units)burstRadiusrangeSets the size of the firework burst or dragon in grid units. The effect fits the result to the visible Scene or Region area, so a narrow Region can limit the final size.
1 effect
Fish TypefishTypemulti-selectSelects which fish families are allowed to appear, such as koi, betta, manta rays, or spirit variants.
1 effect
Flame SpreadheightrangeControls how far the flame field extends from its anchored base into the viewed area.
1 effect
FlickerflickerrangeHow strongly the fire brightness and shape pulse over time. Lower values are steadier; higher values create more visible flaring.
3 effects
FlickerflickerEnabledcheckboxAdds irregular brightness variation to Fill, Outline, and Halo. Flicker can be used with either Pulse or Slide.
1 effect
Flicker AmountflickerAmountrangeControls Flicker depth. 0 disables variation; higher values produce stronger dimming.
1 effect
Flicker SpeedflickerSpeedrangeControls how quickly the Flicker pattern changes.
1 effect
Flight DirectiondragonDirectionrangeRotates the dragon flight path and establishes its facing when Flight Distance is zero. While travelling, the dragon faces along its path.
1 effect
Flight DistancedragonTravelrangeControls how far the dragon moves along its flight pattern. At 0 it stays near its origin, while body animation and Wind Drift can still provide movement.
1 effect
Flight PatternsdragonPatternsmulti-selectChooses Circular, Figure 8, or both as possible dragon flight paths. An empty selection allows both patterns; Flight Direction rotates the chosen path.
1 effect
Flight SpeeddragonSpeedrangeControls how quickly the dragon moves along its flight path without changing Dragon Duration. At 0 path travel pauses; at 0.5 it uses the standard travel speed and at 1 it travels twice as quickly.
1 effect
Flow DirectionflowDirectionrangeSets the direction the water flow travels.
1 effect
Flow SpeedflowSpeedrangeChanges how quickly the directional flow moves across the water surface.
1 effect
Flow StrengthflowStrengthrangeControls how strongly the directional flow displaces and stretches the water surface.
1 effect
Flowing WaterflowcheckboxEnables continuous directional water flow. This moves the surface pattern without enabling waves or a vortex.
1 effect
Follow Region PathfollowRegionPathcheckboxUses 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 effect
Frost StrengthfrostStrengthrangeControls how much cloudy frost appears over the ice.
1 effect
GammagammarangeAdjusts midtone brightness without moving the darkest and brightest values as aggressively as Brightness.
1 effect
GlowglowAlso labeled: Halo StrengthrangeBehavior varies across 8 effects. Open the effect list for the description used by each one.
8 effects
Glow Colorcolor4colorSets the outer glow color around the aurora ribbons.
1 effect
Glow RadiusglowRadiusAlso labeled: Halo RadiusrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Glowing Humanoid EyeshumanoidEyescolorAdds a pair of glowing eyes to humanoid shadows, with intermittent blinking. Enable Apply to show them and choose their color. When Glowing Mouth is also enabled, the eyes use Mouth Frequency and Mouth Duration instead of their separate timing controls.
1 effect
Glowing MouthhumanoidMouthcolorAdds an animated glowing smile or frown to humanoid shadows. Enable Apply to show it and choose its color. When humanoid eyes are enabled as well, both facial features use the mouth timing controls.
1 effect
Glowing Tendril EyestendrilEyescolorAdds glowing eyes along the tendrils and branches. Enable Apply to show the eyes and choose their color. Tendril Eyes Frequency, Duration, and Intensity control their appearances separately from humanoid facial features.
1 effect
Glyph Cell SizeglyphCellrangeChanges the size of each glyph grid cell. Higher values create larger, more widely spaced symbols.
1 effect
Glyph DensityglyphDensityrangeControls how many glyphs are visible within the grid.
1 effect
Glyph DirectionglyphDirectionrangeSets the direction the glyph overlay travels.
1 effect
Glyph Flicker SpeedglyphFlickerSpeedrangeChanges how quickly glyphs flicker on and off.
1 effect
Glyph IntensityglyphIntensityrangeControls the brightness and opacity of the glyph overlay.
1 effect
Glyph Move SpeedglyphSpeedrangeChanges how quickly glyph rows move across the scene.
1 effect
Glyph Slice %glyphSlicePctrangeControls how much of the glyph overlay is affected by the slice displacement system.
1 effect
Glyph TintglyphColorcolorSets the color of the digital glyph overlay.
1 effect
GravitygravityrangeControls how strongly loose sparks fall during the burst and finale. It does not replace the dragon flight pattern with a falling trajectory.
1 effect
Ground CoveragebackgroundCoveragerangeBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Ground Movement SpeedbackgroundGroundMovementSpeedrangeControls 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 effect
Ground Particle SizebackgroundLeafSizerangeControls the rendered size of particles resting on the ground independently of the falling particle scale.
2 effects
Ground Particle SizebackgroundParticleSizerangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
GustinessgustinessrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
GustinesswindGustinessrangeAdds larger pulses in wisp speed so the flow does not remain constant.
1 effect
Halo ColorhaloColorcolorSets the Halo color. Disable Apply to derive the halo color from the matched source artwork.
1 effect
Haze HeighthorizonHazeHeightrangeControls how far the horizon haze extends vertically from the aurora path.
1 effect
Haze StrengthtopDownHazeStrengthrangeControls the amount of haze around the top-down aurora.
1 effect
Haze StrengthhorizonHazeStrengthrangeControls the opacity of the haze beneath the horizon aurora.
1 effect
HeatheatrangeColor 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 effect
Horizontal FlipflipHorizontalcheckboxBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Humanoid Eyes Duration (Seconds)humanoidEyesDurationrangeSets the duration of an eye-only appearance in seconds, including its fades. Blinks can occur within that interval. With Glowing Mouth enabled, Mouth Duration replaces this control.
1 effect
Humanoid Eyes FrequencyhumanoidEyesFrequencyrangeSets how often humanoid eyes appear when Glowing Mouth is disabled. Higher values shorten the pauses between appearances; 0 hides eye-only appearances. With Glowing Mouth enabled, Mouth Frequency replaces this control.
1 effect
Humanoid Eyes IntensityhumanoidEyesIntensityrangeSets the brightness of the humanoid eye pair and its glow. At 0 the eyes are not visible. This remains independent of Mouth Intensity even when the eyes share the mouth timing.
1 effect
Humanoid SilhouetteshumanoidscheckboxAllows humanoid silhouettes to appear automatically. In Manual Placement, it also shows or hides saved humanoids and controls whether new placements can be humanoids. Hiding the type does not delete its placements.
1 effect
Humanoid StyleshumanoidStylesmulti-selectChooses the available humanoid builds: Slender, Gaunt, Hunched, Broad, Cloaked, or Wraith. The build stays consistent during each appearance; saved placements keep their chosen style selection.
1 effect
Inner FlameinnerColorcolorOptional tint for the brightest inner flame pixels. Disable Apply to use the effect's default inner flame color.
1 effect
IntensityintensityrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Interaction RadiustokenInteractionRadiusrangeSets the maximum distance between a shadow and an eligible token in grid spaces. It controls target detection, not limb length. Shadow Reach and Reach Strength adjust the resulting reach.
1 effect
JitterjitterrangeControls how irregular and sharply displaced the bolt path appears.
1 effect
Lateral MovementlateralMovementrangeBehavior varies across 7 effects. Open the effect list for the description used by each one.
7 effects
Launch Height (grid units)launchHeightrangeSets the distance of the rising shell trail in grid units. The effect can shorten it to fit the available area; Top Down uses a foreshortened launch.
1 effect
Levelslevelsscene-levelsBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
LifetimelifetimerangeBehavior varies across 26 effects. Open the effect list for the description used by each one.
26 effects
Light ColorlightColorcolorColor used by the linked Foundry ambient light source.
2 effects
Light FlickerlightFlickerrangeTorch animation strength for the linked Foundry ambient light source. Set to 0 for a steady light.
2 effects
Light IntensitylightAlpharangeColor intensity and opacity of the linked Foundry ambient light source.
2 effects
Light RadiuslightRadiusrangeDim light radius for each manually placed fire, measured in grid spaces.
2 effects
Light SourcelightSourcecheckboxCreates and manages Foundry ambient light sources for manually placed fire particles on the current Scene.
2 effects
Lightning ModemodeAlso labeled: Aurora Mode, Neon Stylemulti-select, selectBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Line WidththicknessAlso labeled: Tendril ThicknessrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Lower Curtain Colorcolor1colorSets the lower curtain color used toward the base of the aurora.
1 effect
Manual Float RadiusmanualFloatRadiusrangeMaximum distance a manually placed ghost can drift from its placement point, in grid spaces.
1 effect
Manual PlacementmanualPlacementAlso labeled: Manual PaintingcheckboxBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Manual Placement ControlsplacementActionsparticle-actions, filter-actionsBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Migration Speed (Grid Spaces/Minute)backgroundMigrationSpeedrangeApproximate 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 effects
Mixed ColorsmixedColorsAlso labeled: Multicolor ShellscheckboxBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Mouth Duration (Seconds)humanoidMouthDurationrangeSets the length of a mouth appearance in seconds, including fading and the smile or frown animation. Enabled humanoid eyes share this interval but can still blink during it.
1 effect
Mouth FrequencyhumanoidMouthFrequencyrangeSets how often the glowing mouth appears. Higher values shorten the gap between appearances. Enabled humanoid eyes share this schedule; 0 stops both synchronized facial appearances.
1 effect
Mouth IntensityhumanoidMouthIntensityrangeAdjusts the brightness of the mouth and its surrounding glow independently from the eyes. At 0 the mouth is invisible; its timing can still control enabled humanoid eyes.
1 effect
Mouth StylemouthStylesmulti-selectSelects Smile, Frown, or both for glowing humanoid mouths. With both selected, each mouth appearance can choose either expression. Saved placements retain the selection used when they were placed.
1 effect
Mouth WidthsmileWidthrangeAdjusts how wide the animated mouth can become relative to the humanoid head. It applies to both Smile and Frown styles.
1 effect
MovementmovementrangeAdjusts the amount of local stepping, limb movement, and tendril flexing around each shadow anchor. Larger values make the motion more pronounced. Reaching toward tokens has separate Reach Frequency and Reach Strength controls.
1 effect
Noise DensitynoiseAlso labeled: Sensor NoiserangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Noise SizenoiseSizerangeChanges the size of the film-grain pattern. Higher values make each grain cluster larger and more visible.
1 effect
OpacityalpharangeBehavior varies across 30 effects. Open the effect list for the description used by each one.
30 effects
OpacityopacityrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
OrbitorbitcheckboxBehavior varies across 20 effects. Open the effect list for the description used by each one.
20 effects
Orbit DistanceorbitDistancerangeBehavior varies across 20 effects. Open the effect list for the description used by each one.
20 effects
Outer FlameouterColorcolorOptional tint for the darker outer flame pixels and glow. Disable Apply to use the effect's default outer flame color.
1 effect
Outline PositionoutlinePositionselectPlaces the Outline outside, centered on, or inside the matched boundary.
1 effect
Outline StrengthoutlineStrengthrangeControls Outline brightness. 0 disables the outline; higher values make it more prominent.
1 effect
Outline WidthoutlineWidthrangeControls the rendered width of the Outline around matched areas.
1 effect
Overhead DrophorizonDiprangeControls how far the horizon path drops overhead before reaching its exit anchor.
1 effect
PaintingmanualPaintActionsfilter-actionsPaint areas that should move, erase existing coverage, or clear the current Scene or Region mask.
1 effect
Parallel RaysparallelcheckboxKeeps the sunlight rays parallel instead of making them converge toward a single source point.
1 effect
Path AngletopDownAnglerangeRotates the top-down aurora path across the scene.
1 effect
Path InfluencepathInfluencerangeAvailable 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 effect
Path SlanthorizonAnglerangeControls the slant of the horizon aurora path between its start and exit anchors.
1 effect
PeriodfrequencyrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
Pile AmountbackgroundPileStrengthrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Pile Size (Grid Spaces)backgroundPileSizerangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Placement DirectionplacementDirectionrangeSets the facing for new manually placed shadows: 0 degrees points right, 90 up, 180 left, and 270 down. Clicking uses this value; dragging from the anchor sets the direction from the drag.
1 effect
PulsepulseEnabledcheckboxCycles Neon between on and off states. Pulse and Slide are mutually exclusive.
1 effect
Pulse Fade Duration (Seconds)pulseFadeDurationrangeSets the transition time between Pulse states. 0 switches immediately.
1 effect
Pulse Off Duration (Seconds)pulseOffDurationrangeSets how long Neon remains fully off during each Pulse cycle.
1 effect
Pulse On Duration (Seconds)pulseOnDurationrangeSets how long Neon remains fully on during each Pulse cycle.
1 effect
Pulse SpeedpulseSpeedrangeScales the complete Pulse cycle speed without changing the configured on, off, and fade proportions.
1 effect
RainbowrainbowcheckboxCycles crystal colors through a rainbow treatment instead of using only the selected Tint.
1 effect
Ray DirectionanglerangeSets the direction the sunlight rays travel across the canvas.
1 effect
Ray IntensitygainrangeControls the brightness and visual strength of the sunlight rays.
1 effect
Ray Lengthbeam_lengthrangeControls how far each sunlight ray extends across the canvas.
1 effect
Ray VolumelacunarityrangeControls how much ray detail and variation fills the beam area. Higher values create a fuller, more textured light volume.
1 effect
Reach FrequencytokenInteractionFrequencyrangeAdjusts how often shadows extend toward nearby tokens, hold the reaching pose, and withdraw. A value of 0 stops token-directed reaching without disabling the rest of the effect.
1 effect
Reach StrengthtokenInteractionStrengthrangeSets how pronounced token-directed turning and reaching become. At 0 there is no token-directed reach. Manually placed humanoids retain their saved facing even while reaching.
1 effect
Refill Trails Over TimebackgroundTrailRefillEnabledcheckboxBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Reflection BlurreflectionBlurrangeControls how soft or sharp the reflected image appears.
1 effect
Reflection DistancereflectionDistancerangeControls how far the reflected image is offset from the source artwork.
1 effect
Reflection FresnelreflectionFresnelrangeControls how strongly the reflection increases toward glancing viewing angles and surface edges.
1 effect
Reflection StrengthreflectionStrengthrangeControls how strongly the scene is reflected in the ice.
1 effect
RefractionrefractionrangeControls how strongly the Water filter bends and distorts the map beneath it.
1 effect
Region Boundary AvoidanceregionBoundaryAvoidancecheckboxSteers moving animals away from the boundary and holes of the Region that contains the effect. It is available only on Region effects and is hidden while Orbit is enabled; it is separate from Token Avoidance.
8 effects
Ribbon WidthribbonWidthrangeChanges the width of each aurora ribbon.
1 effect
RipplelivelinessrangeAdds smooth per-leaf flex, edge tilt, and light variation so leaf textures appear less flat.
2 effects
Rotation StrengthrotationStrengthrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Sand GritbackgroundSandRippleStrengthrangeControls fine grit and speckled sand texture instead of long wind-line ripples. Higher values make the settled sand look rougher and more granular.
2 effects
SaturationsaturationrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
ScalescalerangeBehavior varies across 31 effects. Open the effect list for the description used by each one.
31 effects
ScaledimensionsrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
ScaleiceScalerangeChanges the size of the ice, frost, and vein pattern. Higher values create broader frozen features.
1 effect
Scanline StrengthscanlineStrengthrangeControls the brightness variation of the moving scanline pattern. Set it to 0 to hide the scanlines while keeping the other Predator systems active.
1 effect
Scanline WidthlineWidthrangeControls the width of the moving scanlines. Higher values create broader bands across the thermal image.
1 effect
Scratch DensityscratchDensityrangeChanges how many film scratches are visible at the same time.
1 effect
Scratch SizescratchrangeChanges the width and visibility of individual film scratches.
1 effect
SepiasepiarangeAdds a warm brown archival tint to the scene. Higher values move farther away from the original colors.
1 effect
Settle ImpactbackgroundInteractionSettleImpactrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Settle Time (Seconds)backgroundInteractionSettleTimerangeBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Settle Time (Seconds)tokenTrailSettleTimerangeSeconds before cleared fog paths fill back in after token movement.
1 effect
ShadowdropShadowcheckboxBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Shadow BlurshadowBlurrangeControls how soft the projected shadow edges appear.
5 effects
Shadow DistanceshadowDistancerangeControls how far the projected shadow is offset from the visible particle.
5 effects
Shadow OnlyshadowOnlycheckboxBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Shadow OpacityshadowOpacityrangeControls the transparency of the projected shadows.
5 effects
Shadow PositionshadowRotationrangeSets the direction the projected shadow falls relative to the visible particle.
5 effects
Shadow ReachreachrangeAdjusts tendril length and the elongation of humanoid silhouettes. It affects the shape and extent of a shadow; Interaction Radius separately determines how far away an eligible token can be.
1 effect
Sheen StrengthsheenStrengthAlso labeled: HighlightrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Sheen TintsheenTintcolorSets the color of the moving highlight across the ice surface.
1 effect
Shell SizeshellSizerangeChanges the size and thickness of the launching shell and its trail. Use Firework Size for the burst or dragon dimensions rather than enlarging the launch trail.
1 effect
Shells per VolleyvolleyrangeSets how many shells launch in each Burst volley. Their launches are staggered, and each shell can select its own burst style and palette.
1 effect
Shimmer SpeedbackgroundShimmerSpeedrangeControls how quickly local specular shimmer pulses across the wet surface. Lower values are nearly still; higher values create visibly faster sparkling highlights.
1 effect
Slice Blue XblueXrangeOffsets the blue color channel horizontally inside displaced slices.
1 effect
Slice Blue YblueYrangeOffsets the blue color channel vertically inside displaced slices.
1 effect
Slice CountslicesrangeControls how many displaced slice bands are generated across the scene.
1 effect
Slice CrosshatchcrosshatchcheckboxAdds intersecting slice directions so the glitch breaks the scene into a crosshatched pattern instead of a single directional set.
1 effect
Slice Green XgreenXrangeOffsets the green color channel horizontally inside displaced slices.
1 effect
Slice Green YgreenYrangeOffsets the green color channel vertically inside displaced slices.
1 effect
Slice OffsetoffsetrangeControls how far each slice can be displaced from its original position.
1 effect
Slice PixelationsliceJaggednessrangeAdds blocky pixel steps along slice edges. Higher values make the displaced bands look more digital and broken.
1 effect
Slice RandomizationrefreshRaterangeControls how often the slice layout is randomized. Higher values produce more frequent jumps and changes.
1 effect
Slice Red XredXrangeOffsets the red color channel horizontally inside displaced slices.
1 effect
Slice Red YredYrangeOffsets the red color channel vertically inside displaced slices.
1 effect
Slice Shard AnglesliceShardAnglerangeTilts and shears the displaced slice bands to create shard-like breaks.
1 effect
Slice SpeedscrollSpeedrangeChanges how quickly the slice pattern moves across the scene.
1 effect
SlideslideEnabledcheckboxSweeps an active Neon band across the effect area. Slide and Pulse are mutually exclusive.
1 effect
Slide DirectionslideDirectionrangeSets the sweep direction: 0° right, 90° up, 180° left, and 270° down.
1 effect
Slide Pause Duration (Seconds)slidePauseDurationrangeSets the base pause between completed Slide sweeps.
1 effect
Slide SoftnessslideSoftnessrangeSoftens the leading and trailing edges of the Slide band. 0 is hard; higher values create a wider feather.
1 effect
Slide SpeedslideSpeedrangeScales the complete Slide cycle speed.
1 effect
Slide Travel Duration (Seconds)slideDurationrangeSets the base time required for the active Slide band to cross the effect area.
1 effect
Slide WidthslideWidthrangeControls the width of the active Slide band as it crosses the effect area.
1 effect
SmokesmokerangeAmount of top-down smoke haze generated by the Fire filter. 0 disables smoke.
1 effect
Smoke ColorsmokeColorcolorColor used by top-down smoke haze and soot.
1 effect
SmoothnesssmoothnessrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
SoftnesssoftnessAlso labeled: Edge SoftnessrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Sound FXsoundFxEnabledcheckboxBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Sound FX SoundssoundFxManualSoundIdsmulti-selectBehavior varies across 48 effects. Open the effect list for the description used by each one.
48 effects
Source Color MatchingsourceColorModeselectChooses whether Neon matches Color Families, Custom Colors, or both.
1 effect
Spark Trail LengthtrailLengthrangeControls the length of the spark trails. Longer trails emphasize motion and leave more visible streaks behind the burst or dragon.
1 effect
Sparks per ShellstarCountrangeSets how many sparks are emitted by each Burst shell. More sparks create fuller bursts and increase rendering cost, especially with several shells per volley.
1 effect
Spawn ModespawnModeselectChooses whether leaves spawn across the view, along the top edge, or along the edge facing into the selected wind direction.
2 effects
SpeedspeedAlso labeled: Scanline Speed, Shake SpeedrangeBehavior varies across 37 effects. Open the effect list for the description used by each one.
37 effects
Spin SpeedspinAlso labeled: SpinrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
SplashsplashcheckboxEnables animated impact splashes where the rain reaches the scene surface.
1 effect
Splash DensitysplashDensityrangeScales only the animated rain-splash population. Falling rain still uses the main Density control.
1 effect
Splash ScalesplashScalerangeScales only the animated rain-splash sprites. Falling rain still uses the main Scale control.
1 effect
Start AnchorhorizonStartPositionrangeSets the starting anchor of the horizon aurora path.
1 effect
Still Water SpeedstillSpeedrangeChanges the subtle motion speed used when Flow, Waves, and Vortex are not providing stronger movement.
1 effect
StreakinessstreakinessrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
StrengthstrengthAlso labeled: OpacityrangeBehavior varies across 3 effects. Open the effect list for the description used by each one.
3 effects
SwayswayrangeAdjusts curved bending in the shadows, including tendril curls and the lean of humanoid shapes. Use Movement for the overall motion amount and Speed for its animation rate.
1 effect
Sway FrequencyswayFrequencyrangeSpeed of the slower directional bend inside painted Manual Painting areas. Higher values create faster motion without adding high-frequency ripples.
1 effect
Sway StrengthswayStrengthrangeStrength of the slower directional bend inside painted Manual Painting areas. Higher values create larger tree, flag, or fabric motion.
1 effect
Sweep OpacitybackgroundSweepOpacityrangeControls how visible the wind-swept background snow sheet is.
1 effect
Sweep ScalebackgroundSweepScalerangeControls the size and spacing of the sweeping background snow bands.
1 effect
Sweep SpeedbackgroundSweepSpeedrangeControls how quickly the sweeping background snow sheet moves.
1 effect
Sweep StrengthbackgroundSweepStrengthrangeControls how dense and contrasty the sweeping background snow sheet appears.
1 effect
Sweeping SnowbackgroundSweepEnabledcheckboxAdds the broad wind-swept snow sheet to the snow storm background instead of tying it to the main snowflake density.
1 effect
Sync with Lightning FlashsyncFlashcheckboxTriggers the core Lightning flash at the same time as a bolt so the scene brightens with the strike.
1 effect
Synchronized DirectionsynchronizedDirectioncheckboxBehavior varies across 15 effects. Open the effect list for the description used by each one.
15 effects
Tendril CreepinesscreepinessrangeMakes tendril motion less even, adding pauses, abrupt extensions, shudders, and slower retreats. Reduce it for smoother motion, or adjust Movement to reduce how far the tendrils move.
1 effect
Tendril Eyes Duration (Seconds)tendrilEyesDurationrangeSets the length of a tendril eye appearance in seconds, including its opening and closing. An eye can blink during that interval while staying attached to its moving strand.
1 effect
Tendril Eyes FrequencytendrilEyesFrequencyrangeChanges both the number of tendril eyes that may appear and the gap between eye appearances. Higher values allow more frequent appearances and up to five eyes per cluster; 0 disables them.
1 effect
Tendril Eyes IntensitytendrilEyesIntensityrangeAdjusts the brightness of tendril eyes and their surrounding glow. At 0 they are not visible. Their visibility is also affected by the shadow opacity and automatic appearance fades.
1 effect
Tendril StylestendrilStylesmulti-selectChooses the tendril shapes available for each cluster: Creeping Tendrils, Branching Roots, Hooked Tentacles, or Shadow Wisps. A cluster keeps its chosen shape during an appearance. Manual placements retain the styles selected when placed.
1 effect
TendrilstendrilscheckboxAllows tendril clusters to appear automatically. In Manual Placement, it also shows or hides saved tendril placements and controls whether new placements can be tendrils. Hiding the type does not delete its placements.
1 effect
Thermal ContrastthermalContrastrangeSeparates cool and hot values in the thermal palette. Higher values create stronger temperature differences across the scene.
1 effect
Thermal StrengththermalStrengthrangeBlends the false-color thermal palette into the source image. 0 retains the original scene colors; 1 uses the full thermal treatment.
1 effect
ThresholdthresholdrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Time Between Direction ChangesdirectionChangeTimerangeAverage time in seconds between smooth random direction changes.
2 effects
Time to Full CoveragebackgroundDurationrangeBehavior varies across 10 effects. Open the effect list for the description used by each one.
10 effects
TimedtimedcheckboxWhen enabled, the scene effect turns itself off after Duration. Disable for a continuous shake, or enable Audio Aware for audio-triggered bursts.
1 effect
Timing VariationtimingVariationrangeVaries the interval between Burst launches so they do not repeat at exactly the same pace. At 0 the timing is regular; higher values make the spacing less predictable.
1 effect
TinttintAlso labeled: Water TintcolorBehavior varies across 29 effects. Open the effect list for the description used by each one.
29 effects
TintcolorAlso labeled: Highlight Tint, Core ColorcolorBehavior varies across 9 effects. Open the effect list for the description used by each one.
9 effects
TinticeTintcolorSets the main color of the ice layer across the scene.
1 effect
Token AvoidancetokenAvoidancecheckboxBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Token DispositiontokenHeatSeekDispositionsmulti-selectSelects which visible token dispositions act as heat sources while Token Heat Seek is enabled. Tokens excluded by visibility or masking are not revealed through this setting.
1 effect
Token DispositionstokenAvoidanceDispositionsmulti-selectBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Token Elevation ThresholdbackgroundInteractionElevationThresholdnumber-infinityTokens 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 effects
Token Heat SeektokenHeatSeekcheckboxUses visible tokens with selected dispositions as the heat sources in a full thermal image, while the surroundings remain cooler. Existing visibility masks and layer placement still apply.
1 effect
Token InteractiontokenInteractioncheckboxAllows shadows to reach toward nearby visible tokens in the effect area. Automatic humanoids can turn toward a target; manually placed humanoids keep their facing. The effect does not move tokens or change their documents.
1 effect
Token TrailstokenTrailsEnabledcheckboxBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Token TrailsbackgroundInteractionEnabledcheckboxBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Token TrailsbackgroundTrailsEnabledcheckboxBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Top DowntopDowncheckboxBehavior varies across 11 effects. Open the effect list for the description used by each one.
11 effects
Top Down BoltstopDownBoltsrangeSets the base number of bolts generated during a top-down strike.
1 effect
Top Down ScaletopDownScalerangeChanges the overall size of bolts rendered in top-down mode.
1 effect
TrailtrailrangeControls the length and visibility of the motion trail behind moving fish.
1 effect
Trail Lift ChancebackgroundInteractionLiftChancerangeBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Trail Refill TimebackgroundTrailRefillDurationrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Trail StrengthtokenTrailStrengthrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Trail StrengthbackgroundInteractionStrengthrangeBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Trail StrengthbackgroundTrailStrengthrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Trail SwirlbackgroundInteractionSwirlrangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
Trail WidthtokenTrailWidthrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Trail WidthbackgroundInteractionRadiusrangeBehavior varies across 6 effects. Open the effect list for the description used by each one.
6 effects
Trail WidthbackgroundTrailWidthrangeBehavior varies across 4 effects. Open the effect list for the description used by each one.
4 effects
Trigger ChancetriggerChancerangeControls the chance that a scheduled lightning event actually produces a visible bolt.
1 effect
TurbulenceturbulencerangeBehavior varies across 5 effects. Open the effect list for the description used by each one.
5 effects
TurbulencewindTurbulencerangeAdds small irregular direction changes to the visible wisps.
1 effect
Variable Bolt CounttopDownBoltsVariablecheckboxVaries the number of top-down bolts around the configured Top Down Bolts value instead of using the same count every time.
1 effect
Variantsvariantsmulti-selectBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
VariantsspritesheetsAlso labeled: Spritesmulti-selectBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Vein StrengthveinStrengthrangeControls the visibility of cracks and vein-like detail in the ice.
1 effect
Visible Time (Seconds)lingerTimerangeSets the number of seconds an automatic tendril cluster or humanoid stays at full visibility. Its fade-in and fade-out are additional time. Manual shadows remain present instead of using this appearance cycle.
1 effect
Vortex Center SizevortexSizerangeChanges the radius of the calm or tightly rotating center of the vortex.
1 effect
Vortex SpeedvortexSpeedrangeChanges how quickly the vortex rotates.
1 effect
Vortex StrengthvortexStrengthrangeControls how strongly the water is pulled into circular motion around the vortex center.
1 effect
Vortex WatervortexcheckboxEnables rotating water around a central vortex area.
1 effect
Water ShimmerbackgroundShimmerStrengthrangeControls animated specular highlights across the wet surface. Set this to 0 for a calmer rain-darkened surface.
1 effect
Water SpeedwaterSpeedrangeChanges how quickly the under-ice water pattern moves.
1 effect
Water StrengthwaterStrengthrangeControls how visible the moving water layer is beneath the ice.
1 effect
Water TintwaterTintcolorSets the color of the darker water or depth layer beneath the ice.
1 effect
Wave DirectionwaveDirectionrangeSets the direction the wave pattern travels.
1 effect
Wave SpeedwaveSpeedrangeChanges how quickly the wave pattern travels.
1 effect
Wave StrengthwaveStrengthrangeControls the height and visibility of the wave distortion.
1 effect
WaveswavescheckboxEnables a separate directional wave layer over the water surface.
1 effect
WavinesswavinessrangeControls how strongly the aurora ribbons bend and undulate along their length.
1 effect
Wet Surface SheenbackgroundReflectionStrengthrangeControls the broad reflective wet-surface sheen that develops across the scene as rain accumulates.
1 effect
Wind DirectionwindDirectionrangeSets the direction used by Wind Drift. Increase Wind Drift above 0 to make the direction visible in the spark motion.
1 effect
Wind StrengthwindAlso labeled: Wind DriftrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Wingbeat RatedragonWingbeatrangeControls how quickly the dragon flaps its wings. At 0 the wings hold still while the other flight and spark animations can continue.
1 effect
WobblewobblerangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Wobble FrequencywobbleFrequencyrangeChanges how quickly the airborne sand wobble repeats.
1 effect
X AdjustmentxAdjustmentrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects
Y AdjustmentyAdjustmentrangeBehavior varies across 2 effects. Open the effect list for the description used by each one.
2 effects