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Suppression and Restrictions

FXMaster supports two complementary masking systems:

  • Region suppression removes Scene-level effects inside a Region.
  • Overhead tile restrictions hide particles or filters beneath tile artwork.

Add one or more suppression behaviors to a Region:

  • FXMaster: Suppress Scene Particles
  • FXMaster: Suppress Scene Filters
  • FXMaster: Suppress Scene Sounds with FXMaster+

Suppression affects Scene-level content. Region-local effects can remain active inside the same area, allowing a Region to replace a broad Scene effect with a more specific local effect.

Optional elevation constraints and edge fade

Section titled “Optional elevation constraints and edge fade”

FXMaster: Suppress Scene Particles and FXMaster: Suppress Scene Filters can optionally use Elevation Constraints and Edge Fade %:

  • Elevation Constraints limits suppression to the selected controlled-token point of view. Leave it set to None when suppression should not depend on token elevation, or use Tokens POV or Specific Tokens POV when the Region’s elevation range should determine whether suppression is presented.
  • Edge Fade % softens the edge of the suppressed area. A value of 0 creates a hard Region boundary; higher values create a wider transition between suppressed and unsuppressed portions of the Scene.

These options apply to particle and filter suppression. FXMaster: Suppress Scene Sounds uses its own SoundFX suppression controls instead.

FXMaster: Suppress Scene Sounds can suppress Environmental and Token Movement rules independently. Both sound-type controls are enabled by default:

Parameter What it changes
Environmental Sounds Suppresses Scene-level Environmental SoundFX rules for listeners inside the Region.
Token Movement Sounds Suppresses Scene-level Token Movement SoundFX rules for listeners inside the Region.
Enable easing Fades the selected Scene-level sound types as the listener moves through the Region boundary instead of changing them immediately.
Enable muffling Applies a muffled treatment to the selected sound types instead of fully suppressing them.
Muffled Effect Selects Lowpass Filter, Highpass Filter, or Reverb while muffling is enabled.
Muffled Effect Intensity Sets the strength of the selected muffled effect from 1 to 10.

Disable Environmental Sounds or Token Movement Sounds when only one rule type should be affected by the Region.

  1. Run Rain as a Scene particle.
  2. Add a Region covering the room interior.
  3. Add FXMaster: Suppress Scene Particles to remove the rain indoors.
  4. Add a subtle local Fog or Duststorm effect if desired.
  5. With FXMaster+, add FXMaster: Suppress Scene Sounds so outdoor rain audio is also removed for listeners inside.

Foundry’s Restricts Weather overhead-tile option remains authoritative for both FXMaster particles and filters. A restricting roof or overhead tile suppresses the effects under its footprint, including during hover or reveal behavior.

FXMaster adds two overhead tile options beneath the standard Restricts Weather control:

  • FXMaster: Restricts Particles
  • FXMaster: Restricts Filters

Use these when an overhead tile should block only one pipeline. For example, a glass roof might block Rain particles while allowing Color grading or a Sunlight filter to remain visible.

When Display Effects Above Fog/Vision is enabled, restrictions and suppression can still produce silhouettes or gaps in the raised effect. Always test from a non-GM player view because the authoring view may not represent fog-of-war masking.

When an effect appears where it should be suppressed:

  1. Confirm that the effect is Scene-level rather than another Region effect.
  2. Confirm the Region behavior is enabled and the Region shape is valid.
  3. Confirm the Scene Level assignment and Elevation Constraints fields.
  4. Check whether the effect is above or below tiles.
  5. Check the tile’s standard and FXMaster-specific restriction flags.
  6. Reload the Scene after changing global presentation settings.