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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Radius | float | 0.0 – 50.0 | 5.0 | Blur radius in pixels |
| Quality | int | 1 – 8 | 4 | Number of blur passes (higher = smoother) |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Size | float | 0.3 – 2.0 | 1.0 | Size of the cube |
| Projection | enum | Same on All, Unique Faces, Continuous Wrap, Mirror | Same on All | How the effect maps the texture onto the cube |
| Shininess | float | 0.0 – 1.0 | 0.3 | Specular highlight intensity |
| Ambient | float | 0.2 – 1.0 | 0.6 | Base ambient lighting |
| Rotate X | float | -1.0 – 1.0 | 0.1 | Rotation around the X axis |
| Rotate Y | float | -1.0 – 1.0 | 0.1 | Rotation around the Y axis |
| Auto Rotate | float | 0.0 – 2.0 | 0.0 | Automatic rotation speed |
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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Brightness | float | -1.0 – 1.0 | 0.0 | Overall brightness offset |
| Contrast | float | 0.0 – 2.0 | 1.0 | Contrast multiplier (1.0 = no change) |
| Shadows | float | -1.0 – 1.0 | 0.0 | Dark tone adjustment |
| Midtones | float | -1.0 – 1.0 | 0.0 | Mid-range tone adjustment |
| Highlights | float | -1.0 – 1.0 | 0.0 | Bright tone adjustment |
| Gamma | float | 0.2 – 3.0 | 1.0 | Gamma curve (1.0 = linear) |
| Saturation | float | 0.0 – 2.0 | 1.0 | Color saturation (1.0 = no change) |
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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Strength | float | -1.0 – 1.0 | 0.5 | Amount of distortion (positive = barrel or fisheye, negative = pincushion) |
| Center X | float | 0.0 – 1.0 | 0.5 | Distortion center X position |
| Center Y | float | 0.0 – 1.0 | 0.5 | Distortion center Y position |
| Radius | float | 0.1 – 2.0 | 1.0 | Effect radius |
| Zoom | float | 0.5 – 2.0 | 1.0 | Zoom compensation |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Copies | int | 2 – 6 | 2 | Number of divisions per axis |
| Layout | enum | Grid, Horizontal, Vertical | Grid | How the effect arranges the copies |
| Delay (frames) | int | 0 – 30 | 4 | Number of frames of delay between each cell |
| Delay Direction | enum | Forward, Reverse, Center Out, Edges In | Forward | Direction of the delay cascade |
| Edge Fade | float | 0.0 – 1.0 | 0.0 | Amount of fade at the edges |
| Overlap | float | 0.0 – 0.5 | 0.0 | How much the cells overlap (0 = no overlap) |
| Blend Mode | enum | Normal, Additive, Screen | Normal | How the overlapping cells blend |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Dot Size | float | 2.0 – 128.0 | 8.0 | Size of the halftone dots |
| Mode | enum | Mono, RGB, CMYK, Color Dots | Mono | Style of the halftone screen |
| Dot Shape | enum | Circle, Square, Diamond, Line | Circle | Shape of the halftone pattern |
| Angle | float | 0.0 – 90.0 | 0.0 | Rotation angle of the pattern |
| Contrast | float | 0.5 – 3.0 | 1.0 | Contrast and sharpness of the dots |
| Invert | bool | — | false | Inverts the halftone pattern |
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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Feedback | float | 0.0 – 1.0 | 0.5 | Amount of feedback effect |
| Spin | float | 0.0 – 1.0 | 0.35 | Displacement spin amount |
| Randomness | float | 0.0 – 1.0 | 0.2 | Random noise in the effect |
| Saturation | float | 0.0 – 2.0 | 1.0 | Color saturation. 1.0 makes no change |
| Brightness | float | 0.0 – 1.0 | 0.4 | Brightness adjustment |
| Zoom | float | 0.0 – 1.0 | 0.15 | Zoom effect on feedback |
| Hue Shift | float | 0.0 – 1.0 | 0.15 | Hue rotation per frame |
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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Segments | int | 2 – 24 | 6 | Number of mirror segments |
| Rotation | float | 0 – 360 | 0 | Rotation angle in degrees |
| Zoom | float | 0.1 – 5.0 | 1.0 | Zoom factor |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Intensity | float | 0.0 – 10.0 | 5.0 | Brightness of the light trace effect |
| Gain | float | 0.0 – 2.0 | 1.0 | Overall gain for the radial rays |
| Threshold | float | 0.0 – 0.5 | 0.01 | Edge detection threshold |
| Ray Density | float | 0.1 – 1.0 | 0.5 | Density of the radial light rays |
| Ray Decay | float | 0.5 – 1.5 | 1.0 | How quickly the rays fade toward the center |
| Ray Samples | enum | Low (15), Medium (30), High (50) | Medium (30) | Number of samples for each ray |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Shape | enum | Circle, Rectangle, Triangle, Diamond, Hexagon, Star, Heart | Circle | Shape of the mask |
| Center X | float | 0.0 – 1.0 | 0.5 | Mask center X position |
| Center Y | float | 0.0 – 1.0 | 0.5 | Mask center Y position |
| Size | float | 0.0 – 2.0 | 0.5 | Mask size |
| Rotation | float | 0 – 360 | 0 | Rotation angle in degrees |
| Softness | float | 0.0 – 0.5 | 0.05 | Edge softness |
| Invert | bool | — | false | Inverts the mask. It shows the inside instead of the outside |
| Mask Color | color | — | Black | Color to show in the masked area |
| Mask Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the mask color |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Axis | enum | Horizontal, Vertical, Both | Horizontal | Axis of the mirror |
| Offset | float | 0.0 – 1.0 | 0.5 | Mirror line position (0.5 = center) |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Noise Type | enum | Perlin, Simplex, Worley, fBm, Ridged, Curl, Voronoi, Voronoi Edges, Hexagonal, Triangular | Perlin | Algorithm that generates the noise |
| Speed | float | 0.0 – 5.0 | 1.0 | Animation speed of the noise pattern |
| Warp | float | 0.0 – 2.5 | 0.05 | Amount of UV warp distortion |
| Cluster | float | 0.0 – 2.5 | 0.05 | Sharpness and clustering of the noise pattern |
| Scale | float | 1.0 – 50.0 | 10.0 | Scale of the noise pattern |
| Octaves | int | 1 – 8 | 4 | Number of noise layers for fBm and Ridged (more = more detail) |
| Blend Mode | enum | Add, Multiply, Screen, Overlay, Replace | Add | How the noise blends with the source |
| Strength | float | 0.0 – 1.0 | 0.5 | Intensity of the noise overlay |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Pattern | enum | H-Stripes, V-Stripes, Grid, Rings, Radial, Diagonal, Dots | H-Stripes | Type of pattern |
| Frequency | float | 1.0 – 50.0 | 10.0 | How many times the pattern repeats |
| Size | float | 0.0 – 1.0 | 0.5 | Element width as a ratio of the frequency period |
| Rotation | float | 0 – 360 | 0 | Rotation angle in degrees |
| Center X | float | 0.0 – 1.0 | 0.5 | Center X position for the Rings and Radial patterns |
| Center Y | float | 0.0 – 1.0 | 0.5 | Center Y position for the Rings and Radial patterns |
| Softness | float | 0.0 – 0.5 | 0.05 | Edge softness |
| Invert | bool | — | false | Inverts the pattern |
| Mask Color | color | — | Black | Color to show in the masked area |
| Mask Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the mask color |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Drive | enum | Luminance, Hue, Saturation, Channels, Edges, Radial + Luma, Nearest Color | Luminance | Which property of the source picks the palette position |
| Blend | enum | Replace, Luminosity, Hue Only, Multiply, Screen, Overlay, Soft Light | Luminosity | How the palette color meets the original pixel |
| Ramp | enum | Perceptual, Linear, Posterize | Perceptual | Perceptual blends in OKLab, Linear in sRGB, Posterize snaps to palette stops |
| Amount | float | 0.0 – 1.0 | 1.0 | Dry/wet mix against the original source |
| Range In | float | 0.0 – 1.0 | 0.0 | Input value mapped to the first palette color |
| Range Out | float | 0.0 – 1.0 | 1.0 | Input value mapped to the last palette color |
| Bias | float | 0.2 – 3.0 | 1.0 | Bends the lookup toward the cold end (below 1) or the hot end (above 1) |
| Invert | bool | — | false | Flips the palette so darks take the hot end |
| Offset | float | 0.0 – 1.0 | 0.0 | Shifts the lookup along the palette |
| Wrap | bool | — | false | Joins the palette end to end so the lookup cycles instead of clamping |
| Softness | float | 0.0 – 1.0 | 1.0 | Blend width between palette stops. At 0 the bands have hard edges |
| Dither | float | 0.0 – 1.0 | 0.0 | Smooths 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.
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.
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.
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Persistence | float | 0.5 – 0.99 | 0.85 | How long trails last (higher = longer trails) |
| RGB Split | float | 0.0 – 0.1 | 0.02 | Amount of RGB channel separation |
| Split Angle | float | 0.0 – 1.0 | 0.0 | Direction of RGB split (0-1 = 0-360 degrees) |
| Wave Amount | float | 0.0 – 0.1 | 0.0 | Wavy displacement on trails |
| Wave Speed | float | 0.0 – 5.0 | 1.0 | Speed of wave animation |
| Wave Scale | float | 1.0 – 20.0 | 5.0 | Scale and frequency of the waves |
| Blend Mode | enum | Max, Add, Screen | Max | How the trails blend |
| Source Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the source image |
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.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Size | float | 0.1 – 1.5 | 0.8 | Size of the sphere |
| Refraction | float | 0.0 – 1.0 | 0.3 | Glass-like refraction distortion |
| Shininess | float | 0.0 – 1.0 | 0.5 | Specular highlight intensity |
| Fresnel | float | 0.0 – 1.0 | 0.3 | Edge glow and rim lighting |
| Ambient | float | 0.0 – 1.0 | 0.3 | Base ambient lighting |
| Rotate X | float | -1.0 – 1.0 | 0.0 | Rotation around X axis |
| Rotate Y | float | -1.0 – 1.0 | 0.0 | Rotation around Y axis |
| Auto Rotate | float | 0.0 – 2.0 | 0.0 | Automatic rotation speed |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Mode | enum | White, Black, Invert, Color | White | Mode of the strobe |
| Rate | float | 0.25 – 16.0 | 1.0 | Flashes per beat |
| Duty Cycle | float | 0.01 – 1.0 | 0.5 | Percentage of the cycle the flash stays on |
| Intensity | float | 0.0 – 1.0 | 1.0 | Intensity of the flash |
| Fade | float | 0.0 – 1.0 | 0.0 | Fade and easing amount (0 = hard strobe, 1 = fully smoothed) |
| Flash Color | color | — | White | Flash color. Color mode is the only mode that uses it |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Zoom | float | 0.25 – 5.0 | 1.0 | Zoom level |
| Rotate | float | -1.0 – 1.0 | 0.0 | Rotation angle (0-1 = 0-360 degrees) |
| Offset X | float | -1.0 – 1.0 | 0.0 | Horizontal position offset |
| Offset Y | float | -1.0 – 1.0 | 0.0 | Vertical position offset |
| Skew X | float | -1.0 – 1.0 | 0.0 | Horizontal skew |
| Skew Y | float | -1.0 – 1.0 | 0.0 | Vertical skew |
| Auto Rotate | float | -0.5 – 0.5 | 0.0 | Rotation speed, with no stop |
| Auto Zoom | float | 0.0 – 0.5 | 0.0 | Depth of the zoom pulse |
| Wobble | float | 0.0 – 1.0 | 0.0 | Depth of the rotation wobble |
| Edge Mode | enum | Clamp, Repeat, Mirror, Transparent, Fract, Abs, Tan, Sin, Mod | Clamp | How the effect treats the edges after the transform |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Persistence | float | 0.5 – 0.99 | 0.9 | How much of the previous frame the effect keeps (0.5 = short, 0.99 = long) |
| Blur | float | 0.0 – 1.0 | 0.0 | A small blur on the feedback, for smoother trails |
| Soft Edge | float | 0.0 – 1.0 | 0.5 | Softens the source edges, for a smoother blend |
| Dispersion | float | 0.0 – 1.0 | 0.0 | How far the trails spread, like smoke or cloud |
| Dispersion Speed | float | 0.1 – 3.0 | 1.0 | Rate of the dispersion animation |
| Blend Mode | enum | Max, Lighten | Max | How the trails blend |
| Source Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the main source |
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.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Amplitude | float | 0.0 – 0.5 | 0.05 | Wave height |
| Frequency | float | 0.5 – 20.0 | 5.0 | Wave count |
| Speed | float | 0.0 – 10.0 | 1.0 | Animation speed |
| Direction | enum | Horizontal, Vertical, Radial, Diagonal | Horizontal | Wave direction |
| Wave Type | enum | Sine, Triangle, Square | Sine | Wave shape |
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
Related Topics
- Effects — Learn how to use effects in FXCanvas
- Sources Reference — Complete reference for all source types
- BPM Sync — Synchronize effect parameters to the beat