Effects Reference
This reference documents all available effect types in FXCanvas with their parameters, ranges, and descriptions.
Color Effects
Color effects modify the color properties of the visual output.
Curves
Color grading and tone adjustments with shadows, midtones, and highlights control.
| 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 for overall color grading. Adjust Shadows and Highlights to create contrast, or use Saturation to make colors more vibrant or muted.
Strobe
BPM-synced strobe effect with various modes.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Mode | enum | White, Black, Invert, Color | White | Strobe mode |
| Rate | float | 0.25 – 16.0 | 1.0 | Flashes per beat |
| Duty Cycle | float | 0.01 – 1.0 | 0.5 | On-time percentage |
| Intensity | float | 0.0 – 1.0 | 1.0 | Flash intensity |
| Fade | float | 0.0 – 1.0 | 0.0 | Fade/easing amount (0 = hard strobe, 1 = fully smoothed) |
| Flash Color | color | — | White | Flash color (only used in Color mode) |
Use Rate values like 0.5 (half-time), 1.0 (on beat), 2.0 (double-time), or 4.0 (16th notes) for musical sync. Increase Fade for smoother, less jarring strobes.
Distortion Effects
Distortion effects warp and transform the visual geometry.
Blur
Applies gaussian blur to the image for softening and glow effects.
| 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) |
Use low radius values (2-5) for subtle softening. Higher radius with high quality creates a strong glow effect. Quality affects GPU performance.
Fisheye
Barrel and pincushion lens distortion effect.
| Parameter | Type | Range | Default | Description |
|---|---|---|---|---|
| Strength | float | -1.0 – 1.0 | 0.5 | Distortion amount (positive = barrel/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 |
Positive strength creates the classic fisheye bulge effect. Negative values create pincushion distortion that pulls the center inward.
Sphere
Wraps the input onto a 3D sphere with lighting effects.
| 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/rim lighting effect |
| 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 |
Combine Refraction with Fresnel for a glass orb look. Use Auto Rotate for continuous spinning animation.
Transform
Transform source with rotation, scale, zoom, and animation.
| 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/shear |
| Skew Y | float | -1.0 – 1.0 | 0.0 | Vertical skew/shear |
| Auto Rotate | float | -0.5 – 0.5 | 0.0 | Continuous rotation speed |
| Auto Zoom | float | 0.0 – 0.5 | 0.0 | Pulsing zoom animation |
| Wobble | float | 0.0 – 1.0 | 0.0 | Wobbly rotation animation |
| Edge Mode | enum | Clamp, Repeat, Mirror, Transparent, Fract, Abs, Tan, Sin, Mod | Clamp | How to handle edges when transformed |
Edge Mode dramatically changes the look when zoomed out or offset. Try Mirror for seamless tiling, or Fract/Mod for trippy repeating patterns.
Wave
Animated wave distortion with multiple wave types and directions.
| 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 create ripple-like distortion from the center. Square waves create a more glitchy, digital look.
Transform Effects
Transform effects modify the spatial arrangement of the visual.
Kaleidoscope
Creates kaleidoscope mirror segments radiating from center.
| 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 |
Even segment counts (4, 6, 8) create balanced symmetry. Animate Rotation with BPM sync for spinning kaleidoscope effects.
Mirror
Mirrors the image horizontally, vertically, or both.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Axis | enum | Horizontal, Vertical, Both | Horizontal | Mirror axis selection |
| Offset | float | 0.0 – 1.0 | 0.5 | Mirror line position (0.5 = center) |
Horizontal mirroring works well with sources that have vertical movement. The Both option creates four-way symmetry.
Pattern Effects
Pattern effects add geometric overlays and masking.
Grid Clone
Creates a grid of tiled copies with optional frame delay between cells.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Copies | int | 2 – 6 | 2 | Number of divisions per axis |
| Layout | enum | Grid, Horizontal, Vertical | Grid | How copies are arranged |
| Delay (frames) | int | 0 – 30 | 4 | Number of frames delay between each cell |
| Delay Direction | enum | Forward, Reverse, Center Out, Edges In | Forward | Direction of delay cascade |
| Edge Fade | float | 0.0 – 1.0 | 0.0 | Edge fade amount |
| Overlap | float | 0.0 – 0.5 | 0.0 | How much cells overlap (0 = no overlap) |
| Blend Mode | enum | Normal, Additive, Screen | Normal | How overlapping cells blend |
Use Delay to create a "wave" effect across the grid where each cell shows a slightly earlier frame. Center Out creates an expanding ripple effect.
Mask
Shape-based masking with various geometric shapes.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Shape | enum | Circle, Rectangle, Triangle, Diamond, Hexagon, Star, Heart | Circle | Mask shape selection |
| 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 | Invert mask (reveal inside vs outside) |
| Mask Color | color | — | Black | Color to show in masked area |
| Mask Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of mask color |
Use Invert to switch between showing content inside or outside the shape. Animate Size with BPM sync for pulsing mask effects.
Pattern
Generates geometric patterns including stripes, grids, rings, and dots.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Pattern | enum | H-Stripes, V-Stripes, Grid, Rings, Radial, Diagonal, Dots | H-Stripes | Pattern type selection |
| Frequency | float | 1.0 – 50.0 | 10.0 | Number of pattern repetitions |
| Size | float | 0.0 – 1.0 | 0.5 | Element width as ratio of frequency period |
| Rotation | float | 0 – 360 | 0 | Rotation angle in degrees |
| Center X | float | 0.0 – 1.0 | 0.5 | Center X position for Rings/Radial patterns |
| Center Y | float | 0.0 – 1.0 | 0.5 | Center Y position for Rings/Radial patterns |
| Softness | float | 0.0 – 0.5 | 0.05 | Edge softness |
| Invert | bool | — | false | Invert pattern |
| Mask Color | color | — | Black | Color to show in masked area |
| Mask Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of mask color |
Rings and Radial patterns use the Center X/Y parameters. Combine with low Mask Opacity for subtle overlay effects.
Stylize Effects
Stylize effects add artistic treatments and visual enhancements.
Light Trace
Neon light trace effect with edge detection and 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 rays fade toward center |
| Ray Samples | enum | Low (15), Medium (30), High (50) | Medium (30) | Number of samples for ray calculation |
Lower Threshold values detect more edges. Higher Ray Samples produce smoother rays but use more GPU. Use with high-contrast sources for best results.
Noise Generator
Animated procedural noise overlay with multiple noise algorithms.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Noise Type | enum | Perlin, Simplex, Worley, fBm, Ridged, Curl, Voronoi, Voronoi Edges, Hexagonal, Triangular | Perlin | Algorithm used to generate 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 warping distortion |
| Cluster | float | 0.0 – 2.5 | 0.05 | Sharpness/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/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 produce smooth organic patterns. Worley creates cellular textures. fBm layers noise for cloud-like detail. Ridged creates sharp features like mountains or veins. Curl produces fluid-like swirling motion. Voronoi creates cell patterns, while Voronoi Edges highlights boundaries. Hexagonal and Triangular produce geometric grid-based patterns.
Time Effects
Time effects create motion trails and temporal feedback.
Hue Feedback
Psychedelic hue-based feedback displacement with color modulation.
| 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 | 0.42 | Random noise in the effect |
| Saturation | float | 0.0 – 1.0 | 0.25 | Saturation shift per frame |
| 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 creates psychedelic, evolving patterns. Higher Feedback values create longer-lasting trails. Hue Shift creates rainbow cycling effects.
RGB Trail
RGB-shifted trails with chromatic aberration and wave displacement.
| 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/frequency of waves |
| Blend Mode | enum | Max, Add, Screen | Max | How trails blend |
| Source Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the source image |
RGB Split creates the classic chromatic aberration look. Combine with Wave Amount for organic, flowing trails.
Trail
Motion trails with feedback-based persistence and optional dispersion.
| Parameter | Type | Range/Options | Default | Description |
|---|---|---|---|---|
| Persistence | float | 0.5 – 0.99 | 0.9 | How much of the previous frame to keep (0.5 = short, 0.99 = long) |
| Blur | float | 0.0 – 1.0 | 0.0 | Slight blur on feedback for smoother trails |
| Soft Edge | float | 0.0 – 1.0 | 0.5 | Softens source edges for smoother blending |
| Dispersion | float | 0.0 – 1.0 | 0.0 | Amount of smoke/cloud-like spreading |
| Dispersion Speed | float | 0.1 – 3.0 | 1.0 | How fast the dispersion animates |
| Blend Mode | enum | Max, Lighten | Max | How trails blend |
| Source Opacity | float | 0.0 – 1.0 | 1.0 | Opacity of the main source |
Use Dispersion for smoke or cloud effects. Higher Persistence values create longer-lasting trails but may cause visual buildup over time.
Effect Combinations
Some effect combinations that work well together:
Blur + Mirror — Creates soft, symmetric patterns. Apply blur first for a dreamy mirrored look.
Mirror + Kaleidoscope — Creates complex symmetry. The mirror doubles the pattern before kaleidoscope multiplies it further.
Trail + Transform — Add Auto Rotate to Transform for spiraling trail effects.
Curves + Any Effect — Use Curves at the end of the chain for final color grading.
Grid Clone + Trail — Creates cascading delay effects across the grid.
Processing Order
Effect order matters because each effect processes the output of the previous one:
- Effects at the top of the chain process first
- Each effect works on the output of the previous one
- Experiment with different orders to discover new looks
For example:
- Blur then Kaleidoscope — Soft edges are multiplied into the kaleidoscope pattern
- Kaleidoscope then Blur — Sharp kaleidoscope is softened overall
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