Region Effects
Regions let FXMaster apply particles and filters to specific areas instead of the full Scene. A Region can also suppress Scene-level particles, filters, or FXMaster+ sounds inside its shape.
Available Region behaviors
Section titled “Available Region behaviors”Available Region behaviors
| Behavior | Purpose |
|---|---|
| FXMaster: Particle Effects | Adds one or more registered particle effects inside the Region. |
| FXMaster: Filter Effects | Adds one or more registered filters inside the Region. |
| FXMaster: Suppress Scene Particles | Hides Scene-level particles inside the Region. |
| FXMaster: Suppress Scene Filters | Hides Scene-level filters inside the Region. |
| FXMaster: Suppress Scene Sounds | FXMaster+ only Independently suppresses Scene-level Environmental and Token Movement SoundFX rules for listeners inside the Region. |
Add a Region effect
Section titled “Add a Region effect”Add a Region effect
- Draw or select a Region.
- Open its behaviors.
- Add FXMaster: Particle Effects or FXMaster: Filter Effects.
- Enable the effect types that should appear inside the Region.
- Configure each enabled effect.
- Configure Events and Elevation Constraints when the Region should not display continuously for every view.
- Save the behavior.
- Open Manage Layers and place the Region rows in the intended stack order.
A single behavior can include more than one effect, and a Region can contain more than one FXMaster behavior.
Configure the enabled effects
Section titled “Configure the enabled effects”Region effect options
After an effect is enabled inside the behavior, expand it to configure its available Region options. Particle effects and filters both inherit their normal parameters, and Region-specific controls appear where supported.
Events
Section titled “Events”The Events field can use the token-enter and token-exit Region events to start or stop particle and filter behaviors. Use these events when an effect should react to movement through a trap, portal, magical zone, room, or similar area. Leave Events empty when the Region effect should remain continuously available.
Elevation Constraints
Section titled “Elevation Constraints”The Elevation Constraints field controls whether the Region effect is shown for the current controlled-token point of view:
| Elevation Constraints | Behavior |
|---|---|
| None | Adds no controlled-token elevation check. |
| Tokens POV | Uses the elevation of the viewer’s currently controlled tokens. The effect is shown when at least one controlled token is inside the Region’s elevation range. |
| Specific Tokens POV | Uses only currently controlled tokens listed in Token UUID when checking the Region’s elevation range. |
Token UUID is shown with Specific Tokens POV and identifies the tokens that may satisfy the visibility check. Always Visible for GM bypasses the constraint for GMs while leaving the player-facing result constrained.
These fields are separate from the elevation thresholds used by token trails and other surface interactions. See Overhead Levels for additional Level behavior.
Region-specific effect controls
Section titled “Region-specific effect controls”Individual effect pages combine Scene and Region parameters in one list. A Region only badge identifies controls that appear only when the effect is configured through a Region behavior.
The reviewed effect definitions currently include these effect-specific Region controls:
- Every filter includes Edge Fade % when it is used through FXMaster: Filter Effects. Each enabled filter can use a different edge fade.
- Water includes Follow Region Path and Path Influence. These controls use the Region geometry to steer Flowing Water.
For FXMaster: Particle Effects, Edge Fade % is a shared Region behavior field rather than an individual effect parameter. It applies to every particle effect enabled in that behavior. A value of 0 creates a hard edge; higher values soften the transition between the affected and unaffected portions of the Scene.
Live preview
Section titled “Live preview”Changes to a Region effect are previewed before the form is saved. Save the behavior to keep the result. Closing or discarding the form restores the stored version.