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Effects Reference

This page lists all 20 built-in effect types in FXCanvas, in alphabetical order. Each effect has a table of its parameters, ranges, and defaults. For an overview of effects, and how to use them, see the Effects guide.


Blur

Blur applies a gaussian blur to the image. The blur softens edges and makes a glow.

ParameterTypeRangeDefaultDescription
Radiusfloat0.0 – 50.05.0Blur radius in pixels
Qualityint1 – 84Number of blur passes (higher = smoother)
tip

A low radius (2-5) softens the image a little. A high radius with high quality gives a strong glow. Quality costs GPU time.

Cube

Cube wraps the input onto a 3D cube. Four projection methods are available.

ParameterTypeRange/OptionsDefaultDescription
Sizefloat0.3 – 2.01.0Size of the cube
ProjectionenumSame on All, Unique Faces, Continuous Wrap, MirrorSame on AllHow the effect maps the texture onto the cube
Shininessfloat0.0 – 1.00.3Specular highlight intensity
Ambientfloat0.2 – 1.00.6Base ambient lighting
Rotate Xfloat-1.0 – 1.00.1Rotation around the X axis
Rotate Yfloat-1.0 – 1.00.1Rotation around the Y axis
Auto Rotatefloat0.0 – 2.00.0Automatic rotation speed
tip

Unique Faces shows a different region of the source on each face. Continuous Wrap wraps one image around the cube. Auto Rotate spins the cube without a stop.

Curves

Curves grades the color and adjusts the tones. It has separate controls for shadows, midtones, and highlights.

ParameterTypeRangeDefaultDescription
Brightnessfloat-1.0 – 1.00.0Overall brightness offset
Contrastfloat0.0 – 2.01.0Contrast multiplier (1.0 = no change)
Shadowsfloat-1.0 – 1.00.0Dark tone adjustment
Midtonesfloat-1.0 – 1.00.0Mid-range tone adjustment
Highlightsfloat-1.0 – 1.00.0Bright tone adjustment
Gammafloat0.2 – 3.01.0Gamma curve (1.0 = linear)
Saturationfloat0.0 – 2.01.0Color saturation (1.0 = no change)
tip

Use Curves to grade the color of the whole image. Shadows and Highlights change the contrast. Saturation makes the colors stronger or weaker.

Fisheye

Fisheye applies barrel or pincushion lens distortion.

ParameterTypeRangeDefaultDescription
Strengthfloat-1.0 – 1.00.5Amount of distortion (positive = barrel or fisheye, negative = pincushion)
Center Xfloat0.0 – 1.00.5Distortion center X position
Center Yfloat0.0 – 1.00.5Distortion center Y position
Radiusfloat0.1 – 2.01.0Effect radius
Zoomfloat0.5 – 2.01.0Zoom compensation
tip

A positive Strength gives the classic fisheye bulge. A negative Strength gives pincushion distortion, which pulls the center inward.

Grid Clone

Grid Clone makes a grid of tiled copies of the image. Each cell can also show an earlier frame.

ParameterTypeRange/OptionsDefaultDescription
Copiesint2 – 62Number of divisions per axis
LayoutenumGrid, Horizontal, VerticalGridHow the effect arranges the copies
Delay (frames)int0 – 304Number of frames of delay between each cell
Delay DirectionenumForward, Reverse, Center Out, Edges InForwardDirection of the delay cascade
Edge Fadefloat0.0 – 1.00.0Amount of fade at the edges
Overlapfloat0.0 – 0.50.0How much the cells overlap (0 = no overlap)
Blend ModeenumNormal, Additive, ScreenNormalHow the overlapping cells blend
tip

Delay makes a "wave" across the grid, because each cell shows a slightly earlier frame. Center Out makes a ripple that expands.

Halftone

Halftone applies a classic or an RGB halftone screen. Four dot shapes are available.

ParameterTypeRange/OptionsDefaultDescription
Dot Sizefloat2.0 – 128.08.0Size of the halftone dots
ModeenumMono, RGB, CMYK, Color DotsMonoStyle of the halftone screen
Dot ShapeenumCircle, Square, Diamond, LineCircleShape of the halftone pattern
Anglefloat0.0 – 90.00.0Rotation angle of the pattern
Contrastfloat0.5 – 3.01.0Contrast and sharpness of the dots
InvertboolfalseInverts the halftone pattern
tip

Mono gives a classic newspaper screen. CMYK layers angled color screens for a print look. A larger Dot Size reads better on low-resolution fixtures.

Hue Feedback

Hue Feedback displaces the image with feedback that follows the hue. It also modulates the color of each frame.

ParameterTypeRangeDefaultDescription
Feedbackfloat0.0 – 1.00.5Amount of feedback effect
Spinfloat0.0 – 1.00.35Displacement spin amount
Randomnessfloat0.0 – 1.00.2Random noise in the effect
Saturationfloat0.0 – 2.01.0Color saturation. 1.0 makes no change
Brightnessfloat0.0 – 1.00.4Brightness adjustment
Zoomfloat0.0 – 1.00.15Zoom effect on feedback
Hue Shiftfloat0.0 – 1.00.15Hue rotation per frame
tip

This effect makes psychedelic patterns that change all the time. A higher Feedback value makes the trails last longer. Hue Shift cycles the colors like a rainbow.

Kaleidoscope

Kaleidoscope makes mirror segments that radiate from the center of the frame.

ParameterTypeRangeDefaultDescription
Segmentsint2 – 246Number of mirror segments
Rotationfloat0 – 3600Rotation angle in degrees
Zoomfloat0.1 – 5.01.0Zoom factor
tip

An even segment count (4, 6, 8) gives balanced symmetry. BPM sync on Rotation spins the pattern with the music.

Light Trace

Light Trace draws neon traces along the edges it finds in the image. It also adds radial rays.

ParameterTypeRange/OptionsDefaultDescription
Intensityfloat0.0 – 10.05.0Brightness of the light trace effect
Gainfloat0.0 – 2.01.0Overall gain for the radial rays
Thresholdfloat0.0 – 0.50.01Edge detection threshold
Ray Densityfloat0.1 – 1.00.5Density of the radial light rays
Ray Decayfloat0.5 – 1.51.0How quickly the rays fade toward the center
Ray SamplesenumLow (15), Medium (30), High (50)Medium (30)Number of samples for each ray
tip

A lower Threshold finds more edges. Higher Ray Samples give smoother rays and cost more GPU time. The effect works best on a high-contrast source.

Mask

Mask hides part of the image behind a geometric shape. Seven shapes are available.

ParameterTypeRange/OptionsDefaultDescription
ShapeenumCircle, Rectangle, Triangle, Diamond, Hexagon, Star, HeartCircleShape of the mask
Center Xfloat0.0 – 1.00.5Mask center X position
Center Yfloat0.0 – 1.00.5Mask center Y position
Sizefloat0.0 – 2.00.5Mask size
Rotationfloat0 – 3600Rotation angle in degrees
Softnessfloat0.0 – 0.50.05Edge softness
InvertboolfalseInverts the mask. It shows the inside instead of the outside
Mask ColorcolorBlackColor to show in the masked area
Mask Opacityfloat0.0 – 1.01.0Opacity of the mask color
tip

Invert switches between the content inside the shape and the content outside it. BPM sync on Size makes the mask pulse.

Mirror

Mirror mirrors the image horizontally, vertically, or both ways at once.

ParameterTypeRange/OptionsDefaultDescription
AxisenumHorizontal, Vertical, BothHorizontalAxis of the mirror
Offsetfloat0.0 – 1.00.5Mirror line position (0.5 = center)
tip

A horizontal mirror works well with a source that moves vertically. The Both option gives four-way symmetry.

Noise Generator

Noise Generator draws an animated procedural noise overlay. Ten noise algorithms are available.

ParameterTypeRange/OptionsDefaultDescription
Noise TypeenumPerlin, Simplex, Worley, fBm, Ridged, Curl, Voronoi, Voronoi Edges, Hexagonal, TriangularPerlinAlgorithm that generates the noise
Speedfloat0.0 – 5.01.0Animation speed of the noise pattern
Warpfloat0.0 – 2.50.05Amount of UV warp distortion
Clusterfloat0.0 – 2.50.05Sharpness and clustering of the noise pattern
Scalefloat1.0 – 50.010.0Scale of the noise pattern
Octavesint1 – 84Number of noise layers for fBm and Ridged (more = more detail)
Blend ModeenumAdd, Multiply, Screen, Overlay, ReplaceAddHow the noise blends with the source
Strengthfloat0.0 – 1.00.5Intensity of the noise overlay
tip

Perlin and Simplex give smooth organic patterns. Worley gives cellular textures. fBm layers noise for cloud-like detail. Ridged gives sharp features like mountains or veins.

Curl gives a fluid swirl. Voronoi gives cell patterns, and Voronoi Edges shows only the boundaries. Hexagonal and Triangular give geometric grid patterns.

Pattern

Pattern makes geometric patterns such as stripes, grids, rings, and dots.

ParameterTypeRange/OptionsDefaultDescription
PatternenumH-Stripes, V-Stripes, Grid, Rings, Radial, Diagonal, DotsH-StripesType of pattern
Frequencyfloat1.0 – 50.010.0How many times the pattern repeats
Sizefloat0.0 – 1.00.5Element width as a ratio of the frequency period
Rotationfloat0 – 3600Rotation angle in degrees
Center Xfloat0.0 – 1.00.5Center X position for the Rings and Radial patterns
Center Yfloat0.0 – 1.00.5Center Y position for the Rings and Radial patterns
Softnessfloat0.0 – 0.50.05Edge softness
InvertboolfalseInverts the pattern
Mask ColorcolorBlackColor to show in the masked area
Mask Opacityfloat0.0 – 1.01.0Opacity of the mask color
tip

The Rings and Radial patterns use the Center X and Center Y parameters. A low Mask Opacity gives a light overlay.

Recolor

Recolor restates the source in the active palette. It works in four stages. Drive reduces the source to a single value. Range In, Range Out, Bias, Invert, and Offset shape that value. Ramp turns the value into a palette color. Blend combines that color with the original pixel.

ParameterTypeRange/OptionsDefaultDescription
DriveenumLuminance, Hue, Saturation, Channels, Edges, Radial + Luma, Nearest ColorLuminanceWhich property of the source picks the palette position
BlendenumReplace, Luminosity, Hue Only, Multiply, Screen, Overlay, Soft LightLuminosityHow the palette color meets the original pixel
RampenumPerceptual, Linear, PosterizePerceptualPerceptual blends in OKLab, Linear in sRGB, Posterize snaps to palette stops
Amountfloat0.0 – 1.01.0Dry/wet mix against the original source
Range Infloat0.0 – 1.00.0Input value mapped to the first palette color
Range Outfloat0.0 – 1.01.0Input value mapped to the last palette color
Biasfloat0.2 – 3.01.0Bends the lookup toward the cold end (below 1) or the hot end (above 1)
InvertboolfalseFlips the palette so darks take the hot end
Offsetfloat0.0 – 1.00.0Shifts the lookup along the palette
WrapboolfalseJoins the palette end to end so the lookup cycles instead of clamping
Softnessfloat0.0 – 1.01.0Blend width between palette stops. At 0 the bands have hard edges
Ditherfloat0.0 – 1.00.0Smooths the bands in the ramp

Recolor follows the active palette. It also follows palette animation and palette transitions. During a transition it crossfades between the two palettes. It uses the same schedule as the source underneath it, so the whole frame changes palette together.

To cycle colors in time, modulate Offset with a Saw waveform. Turn Wrap on. Offset is an ordinary parameter, so it takes BPM sync, audio, MIDI, OSC, and DMX like any other. This effect has no separate beat-sync switch.

Blend is the control that decides how much of the source survives. Luminosity is the default. It takes only the color from the palette and keeps the brightness of the source, so shading and detail stay intact. Replace discards the source color completely, which is what you want for a hard graphic look.

tip

Set Drive to Nearest Color, Ramp to Posterize, and Blend to Replace. This combination gives a screen-printed look that uses only the exact colors in your palette. Add some Dither to smooth the bands in the gradients.

note

With Wrap on, a palette whose first and last colors differ shows a seam where the two ends meet. Palettes that start and end on the same color cycle without a seam.

note

Nearest Color is the most expensive Drive mode, because it compares every pixel against every color in the palette. The cost grows with the size of the palette. The other Drive modes are cheap.

RGB Trail

RGB Trail draws trails with the color channels shifted apart. A wave can also displace the trails.

ParameterTypeRange/OptionsDefaultDescription
Persistencefloat0.5 – 0.990.85How long trails last (higher = longer trails)
RGB Splitfloat0.0 – 0.10.02Amount of RGB channel separation
Split Anglefloat0.0 – 1.00.0Direction of RGB split (0-1 = 0-360 degrees)
Wave Amountfloat0.0 – 0.10.0Wavy displacement on trails
Wave Speedfloat0.0 – 5.01.0Speed of wave animation
Wave Scalefloat1.0 – 20.05.0Scale and frequency of the waves
Blend ModeenumMax, Add, ScreenMaxHow the trails blend
Source Opacityfloat0.0 – 1.01.0Opacity of the source image
tip

RGB Split gives the classic chromatic aberration look. Wave Amount adds organic movement to the trails.

Sphere

Sphere wraps the input onto a 3D sphere and lights it.

ParameterTypeRangeDefaultDescription
Sizefloat0.1 – 1.50.8Size of the sphere
Refractionfloat0.0 – 1.00.3Glass-like refraction distortion
Shininessfloat0.0 – 1.00.5Specular highlight intensity
Fresnelfloat0.0 – 1.00.3Edge glow and rim lighting
Ambientfloat0.0 – 1.00.3Base ambient lighting
Rotate Xfloat-1.0 – 1.00.0Rotation around X axis
Rotate Yfloat-1.0 – 1.00.0Rotation around Y axis
Auto Rotatefloat0.0 – 2.00.0Automatic rotation speed
tip

Refraction with Fresnel gives a glass orb look. Auto Rotate spins the sphere without a stop.

Strobe

Strobe flashes the output in sync with the BPM. It has four modes.

ParameterTypeRange/OptionsDefaultDescription
ModeenumWhite, Black, Invert, ColorWhiteMode of the strobe
Ratefloat0.25 – 16.01.0Flashes per beat
Duty Cyclefloat0.01 – 1.00.5Percentage of the cycle the flash stays on
Intensityfloat0.0 – 1.01.0Intensity of the flash
Fadefloat0.0 – 1.00.0Fade and easing amount (0 = hard strobe, 1 = fully smoothed)
Flash ColorcolorWhiteFlash color. Color mode is the only mode that uses it
tip

Rate values of 0.5 (half-time), 1.0 (on the beat), 2.0 (double-time), and 4.0 (16th notes) keep the strobe musical. A higher Fade gives a smoother, less harsh strobe.

Transform

Transform rotates, scales, zooms, and moves the source. It can also animate these values.

ParameterTypeRange/OptionsDefaultDescription
Zoomfloat0.25 – 5.01.0Zoom level
Rotatefloat-1.0 – 1.00.0Rotation angle (0-1 = 0-360 degrees)
Offset Xfloat-1.0 – 1.00.0Horizontal position offset
Offset Yfloat-1.0 – 1.00.0Vertical position offset
Skew Xfloat-1.0 – 1.00.0Horizontal skew
Skew Yfloat-1.0 – 1.00.0Vertical skew
Auto Rotatefloat-0.5 – 0.50.0Rotation speed, with no stop
Auto Zoomfloat0.0 – 0.50.0Depth of the zoom pulse
Wobblefloat0.0 – 1.00.0Depth of the rotation wobble
Edge ModeenumClamp, Repeat, Mirror, Transparent, Fract, Abs, Tan, Sin, ModClampHow the effect treats the edges after the transform
tip

When you zoom out or offset the image, Edge Mode changes the look a lot. Mirror tiles the image with no visible seam. Fract and Mod give strange repeated patterns.

Trail

Trail draws motion trails with feedback. The trails can also disperse like smoke.

ParameterTypeRange/OptionsDefaultDescription
Persistencefloat0.5 – 0.990.9How much of the previous frame the effect keeps (0.5 = short, 0.99 = long)
Blurfloat0.0 – 1.00.0A small blur on the feedback, for smoother trails
Soft Edgefloat0.0 – 1.00.5Softens the source edges, for a smoother blend
Dispersionfloat0.0 – 1.00.0How far the trails spread, like smoke or cloud
Dispersion Speedfloat0.1 – 3.01.0Rate of the dispersion animation
Blend ModeenumMax, LightenMaxHow the trails blend
Source Opacityfloat0.0 – 1.01.0Opacity of the main source
tip

Dispersion gives smoke or cloud effects. A higher Persistence value makes the trails last longer. The image can then accumulate over time.

Wave

Wave distorts the image with an animated wave. Three wave types and four directions are available.

ParameterTypeRange/OptionsDefaultDescription
Amplitudefloat0.0 – 0.50.05Wave height
Frequencyfloat0.5 – 20.05.0Wave count
Speedfloat0.0 – 10.01.0Animation speed
DirectionenumHorizontal, Vertical, Radial, DiagonalHorizontalWave direction
Wave TypeenumSine, Triangle, SquareSineWave shape
tip

Radial waves give a ripple distortion out of the center. Square waves give a harder, more digital look.


Effect Combinations

These effect combinations work well together:

Blur + Mirror — Makes soft, symmetric patterns. Blur comes first in the chain for a soft mirrored look.

Mirror + Kaleidoscope — Makes complex symmetry. Mirror doubles the pattern, then Kaleidoscope multiplies it again.

Trail + Transform — Auto Rotate on Transform makes the trails spiral.

Curves + Any Effect — Curves at the end of the chain grades the final color.

Grid Clone + Trail — Makes a cascade of delays across the grid.


Processing Order

The order of the effects is important, because each effect works on the output of the effect before it:

  • The effect at the top of the chain runs first
  • Each effect works on the output of the previous one
  • A different order gives a different look

For example:

  • Blur then Kaleidoscope — Kaleidoscope multiplies the soft edges into its pattern
  • Kaleidoscope then Blur — Blur softens the whole kaleidoscope pattern

  • Effects — Learn how to use effects in FXCanvas
  • Sources Reference — Complete reference for all source types
  • BPM Sync — Synchronize effect parameters to the beat