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Sources Reference

This page lists all 30 built-in source types in FXCanvas, in alphabetical order. macOS excludes three of them. Each source has a table of its parameters, ranges, and defaults. For an overview of sources, and how to use them, see the Sources guide.


Shared source controls (Speed, Direction, Opacity)

Three controls belong to the engine, and not to one single source. FXCanvas pins them above the parameters of the source:

  • Speed: a 0.0 – 10.0x multiplier on the authored rate of the source, default 1.0x. It multiplies with the global Speed knob in the Live panel, so 1.0x always means "this source as authored". A source with no continuous motion of its own has no Speed control. These are the beat-synced sources.
  • Direction: degrees of travel over a full circle, 0 – 360. The content moves toward the angle, 0 = right, 90 = down, 180 = left, 270 = up. Only a source that travels has this control, and each one has its own default. The table for that source gives the default.
  • Opacity: 0.0 – 1.0, default 1.0. Every source has one.

The table for each source lists its Speed control and its Direction control, so you can read every default in one place.


Beat-synced controls (Every, envelope, phase, Color Map)

The BPM sources all share one beat engine: Bounce, Bricks, Chase, Explosion, Flash, Ripple Pop, Shape Expand, Shockwave, and Sweep. The controls of that engine appear on every one of these sources. This page describes them one time here, and the table for each source lists only its own parameters.

  • Every — the retrigger period. It sets how often the source fires again. The period snaps to musical values (1/4 beat, 1/2 beat, 1 beat, 3/2 beats, 2 beats, 3 beats, 1 bar, 2 bars, 4 bars).
  • Envelope — an editable curve that shapes the intensity across each Every window. FXCanvas draws the curve over a beat grid. Preset chips give the classic shapes (Sine, Triangle, Saw, Ramp, Square, Pulse, Random). You can also drag the points to build your own curve.
  • Phase — moves the window against the beat. Drag the slider to move the window. You can also type a value from 0 to 359 degrees in the field beside it. An Inv chip inverts the phase.
  • Color Map — how the source takes colors from the palette on each hit. Space uses the position in the frame. Energy starts the hit at the hot end and decays down the palette. Cycle sweeps the palette across the window. Beat Step moves one palette color forward on each retrigger.

The same strip holds a play and pause control for the animation.


Bars

Bars scrolls horizontal, vertical, or diagonal bar patterns across the canvas.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Scroll speed
Directionfloat0 – 3600Scroll direction in degrees (0 = right, 90 = down). The bars run perpendicular to it
Countint2 – 124Number of bars
Thicknessfloat0.1 – 1.01.0Bar width within its slot. At 1.0 the bars touch. Below 1.0 a black gap opens between them
Softnessfloat0.0 – 1.00.5Edge softness. At 0 the edges are hard. At 1 the bars blend fully into their neighbors
Wave Amountfloat0.0 – 1.00.0Amount of wave distortion

Each bar takes the next color from the palette. An n-color palette therefore repeats every n bars, at any Count.

Blobs

Blobs draws raymarched metaballs with refraction and palette colors.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation speed
Zoomfloat1.0 – 4.02.0Camera zoom level
Refractionfloat1.0 – 2.01.33Index of refraction (glass-like effect)
Blob Countint1 – 103Number of metaballs
Blob Sizefloat0.5 – 2.01.0Size of the metaballs
Spreadfloat0.3 – 2.01.0How far apart the blobs move
Absorptionfloat0.0 – 0.20.05Color absorption inside the blob
Rotate Xfloat-1.0 – 1.00.3Camera rotation around X axis
Rotate Yfloat-1.0 – 1.00.0Camera rotation around Y axis

Bounce

Bounce drops a ball that strikes the floor on each beat window. The ball squashes, rebounds, and makes a flash at the impact. Bounce is beat-synced — see Beat-synced controls.

ParameterTypeRangeDefaultDescription
Ball Sizefloat0.02 – 0.250.08Radius of the bouncing disc
Bounce Heightfloat0.1 – 0.80.55How high the ball rebounds above the floor
Squashfloat0.0 – 1.00.5Squash-and-stretch amount as the ball hits the floor
Floorfloat0.5 – 0.950.8Floor line position on screen (top to bottom)
Impact Spreadfloat0.05 – 1.00.35Horizontal reach of the floor flash on the strike
Ball Brightnessfloat0.0 – 1.00.85How bright the ball is. This value is constant, because the ball is a solid object. It does not pulse with the beat, and the floor flash carries the hit

Bricks

Bricks draws a brick-wall grid. The bricks strike on the beat, and they go dark between the hits. Bricks is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
ModeenumCell Flash, Row Chase, Column Chase, WallCell FlashCell Flash wipes a ragged dissolve front across the grid on each hit. Row Chase and Column Chase sweep one line across the grid on each hit. Wall is the legacy wash that stays lit
WipeenumRight, Left, Down, Up, RadialRightCell Flash: which way the dissolve front travels
Edgefloat0.05 – 1.00.3Cell Flash: width of the ragged band the front dissolves through. Low is an almost clean edge, high scatters the bricks across the whole sweep
Columnsint2 – 208Number of brick columns
Rowsint2 – 166Number of brick rows
Gapfloat0.0 – 0.20.05Mortar gap between bricks
Roundnessfloat0.0 – 0.50.1Corner roundness of bricks
Color LayoutenumSequential, Checkerboard, Random, Diagonal, RadialSequentialHow the source distributes the palette colors across the grid

Chase

Chase is the classic lighting-console chase. A lit runner crosses the whole bar of segments one time per beat window, and it drags a glowing tail behind it. You can point the runner at any angle. The envelope carries the runner from end to end, then snaps it back on the hit. Chase is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
Directionfloat0 – 3600Which way the runner travels, in degrees (0 = right, 90 = down)
Segmentsint2 – 328Number of segments (cells) in the bar
Ping-PongenumOff, OnOffReverses the runner on each hit, instead of one constant direction
Tailfloat0.0 – 1.00.35Wake behind the runner. Each segment keeps this fraction of the segment ahead of it, so a higher value smears the wake further back. At 1.0 the pass reads as a progressive fill
Softnessfloat0.0 – 1.00.25Feathers the edges of each lit segment
Gapfloat0.0 – 0.50.1Insets each segment and leaves a dark gap between the cells

Clouds

Clouds draws soft fractal cloud cover that drifts. The density maps onto the palette for a slow ambient sky wash.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Drift speed
Scalefloat0.6 – 4.01.0Cloud feature size
Directionfloat0 – 36030Drift direction in degrees
Coveragefloat0.0 – 1.00.5Amount of cloud against open sky
Detailfloat0.0 – 1.00.5Fine high-frequency structure
Softnessfloat0.0 – 1.00.6Palette transition softness

Curvature

Curvature traces a 3D parametric curve in glowing line segments. The color follows how tightly the curve bends, so the palette runs from the straight runs to the tightest turns. Curvature is based on the curvature shader by Inigo Quilez.

note

Windows only — not available on macOS. See FXCanvas on macOS.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation speed
Curve Scalefloat0.5 – 2.01.0Size of the curve
Glow Intensityfloat0.5 – 3.01.0Brightness of the glow effect
Line Widthfloat0.2 – 1.51.0Thickness of the curve
Camera Distancefloat2.0 – 6.03.5Distance from the curve
Color Spreadfloat2.0 – 80.020.0Which curvature sits at the middle of the palette. Low puts the whole palette on the gentle bends. High spreads it out to the tightest turns
Orbitfloat0.0 – 1.00.35Camera orbit rate around the curve. 0 holds a fixed viewpoint

Data Patterns

Data Patterns streams rows of lit cells past in ragged runs, and each row has its own speed. Run Length sets the length of a packet of cells. Trail fades the brightness and the color back from the leading edge. Polar Mode wraps the rows into rings that rotate.

At Speed 1.0 a row crosses the frame in 4 seconds, independent of Cells, Rows and Direction.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation speed (1.0 = one frame crossing every 4 s)
Directionfloat0 – 3600Travel direction in degrees (0 = right, 90 = down)
Cellsfloat4.0 – 44.012.0Cells across the frame along the stream (spokes per turn in Polar Mode)
Rowsfloat3.0 – 56.032.0Rows across the frame (rings in Polar Mode)
Densityfloat0.1 – 1.00.42How much of each row is lit, from scattered cells to a solid field
Run Lengthfloat1.0 – 12.05.0Mean length of a lit run, in cells
Trailfloat0.0 – 1.00.45How far the brightness and the color fall away behind the leading cell of a run
Thicknessfloat0.0 – 1.00.5Bar depth as a fraction of the row pitch (1 closes the rows)
Softnessfloat0.0 – 1.00.2Feather on the row edges (0 = cut, 1 = fully graded)
Scatterfloat0.0 – 1.00.7Spread of scroll speed between rows
Polar ModeboolfalseWraps the rows into concentric rings that rotate
Originpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Center of the rings in Polar Mode. In linear mode it shifts the phase of the pattern

Drift

Drift shows regions of color that push against each other and drift like ink in water. Each zone takes one color from the palette and holds its own territory. The borders billow and rearrange as the field travels along Direction.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Multiplier on the authored rate. At 1x a territory crosses the frame width in about 60 s, and its neighbor replaces it in about 12 s
Directionfloat0 – 36030Degrees of travel (0 = right, 90 = down)
Scalefloat0.4 – 2.51.0Size of each color territory — 0.4 is a fine mottle, 2.5 is a handful of broad regions
Blendfloat0.0 – 1.00.3Width of the seam where two territories meet — 0 is a cut border, 1 is a broad crossfade
Zonesint2 – 64How many color territories compete for the frame
Detailfloat0.0 – 1.00.5Fine structure on the borders — sweeps from smooth lobes to wispy tendrils
Palette Spreadfloat0.0 – 1.00.6How much of the palette each territory ranges across — 0 gives every zone one flat color, 1 lets neighboring gradients meet

Presets: Slow Tide (broad soft regions that slide right), Cut Patches (two flat colors with hard borders), Shifting Ground (mid-size territories with cut edges that move fast), Marbled Ink (fine brush-stroke marble in six colors), Rising Mist (soft low-contrast haze that travels up).

Explosion

Explosion fires bursts on each beat window at random locations. A trail of past bursts decays behind them. Explosion is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
Particle ModeenumFireworks, BlobFireworksExplosion style
Trail Lengthint1 – 84How many past bursts stay on screen as a decaying trail
Location Randomnessfloat0.0 – 1.00.3How much locations vary (0 = center only, 1 = full screen)
Decay Speedfloat0.15 – 2.00.5How quickly bursts fade across retrigger windows (higher = shorter trails)
Burst Sizefloat0.2 – 2.00.8Maximum size of each burst
Particle Densityfloat4 – 2412Number of particle rays per burst
Intensityfloat0.1 – 3.01.0Brightness of explosions
Softnessfloat0.0 – 1.00.6Edge softness
Rotationfloat-1.0 – 1.00.0Spin speed as the particles expand
Twistfloat-1.0 – 1.00.0Amount of spiral twist

Fire

Fire replaces the former Flames source. A saved show that refers to Flames loads as Fire, and Body 1.0 gives the old look.

Fire draws fire, from one contained flame to a full-frame turbulent wall. Domain-warped 3D simplex noise rises through an analytic flame mask, and every flame starts at the bottom of the frame. Body spans the whole range. At 1.0 you get separate flames on transparency, and at 0.0 the mask opens into an edge-to-edge blaze. Heat maps onto the palette from the cold outer edge to the hot core. A fire, lava, or sunset palette therefore reads as classic flames, and any other palette reads as stylized fire.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation rate. At 1.0 the fire climbs about half the frame height per second
Bodyfloat0.0 – 1.00.30 = a full-frame wall of fire, 1 = separate contained flames
Countint1 – 61How many flames stand across the frame — size is independent of this
Scalefloat0.2 – 1.60.55Flame height, and with it the size of the noise features
Widthfloat0.25 – 1.80.6Horizontal spread of each flame
Swayfloat0.0 – 1.00.35How far the flame leans side to side. The lean grows toward the tip
Turbulencefloat0.0 – 1.00.45Finer structure and stronger curl together — 0 is smooth tongues, and 1 roils
Flickerfloat0.0 – 1.00.35Depth of the brightness pulse — the outline pulses with it
Heatfloat0.0 – 1.00.5Where the palette sits — low keeps the hot colors in the core, high floods the body
Softnessfloat0.0 – 1.00.35Edge falloff of the flame (0 = cut, 1 = feathered)

Presets: Wall of Fire, Coal Bed, Blown Torch, Candle Row, Lone Flame, Pilot Light.

Flash

Flash pops the full frame with palette color on each beat window. It is the distilled lighting hit, and it stays dark between the hits. Flash is beat-synced — see Beat-synced controls.

ParameterTypeRangeDefaultDescription
Vignettefloat0.0 – 1.00.0Darkens the edges radially for a center-weighted pop (0 = flat full-frame)
Grainfloat0.0 – 1.00.0Per-pixel shimmer scaled by the hit energy, re-seeded on each hit (0 = clean)

Flow

Flow travels bands of palette color along a heading. A noise field streams with the bands, and it bends and buckles their fronts. At 1.0x a color front crosses the frame in about 10 s, and every point cycles the whole palette every 5 s.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation speed. At 1.0 a color front takes ~10 s to cross the frame at the default Scale
Directionfloat0 – 3600Direction of travel in degrees (0 = right, 90 = down). The bands, the noise and the fine ripples all travel this way
Scalefloat0.5 – 6.02.0How many palette sweeps fit across the frame. Low is a few broad fronts, and high is fine stripes
Warpfloat0.12 – 1.00.45How hard the noise bends the color fronts. 0.12 is an almost straight sweep, and 1 buckles the fronts like a liquid
Complexityfloat0.0 – 1.00.5Octave count and noise frequency together. Low is long smooth curves, and high is fine ripple detail on the fronts
Softnessfloat0.0 – 1.00.4Shape of the color fronts. 0 is flat color blocks with cut edges, and 1 is a straight linear gradient
Breathingfloat0.0 – 0.50.08Slow swell of the band spacing, ~13 s per breath at 1.0x, centered on the frame

Gradient

Gradient travels one straight palette ramp across the rig. It is the simplest wash: no seam, no cells, no noise, and a linear blend between the palette colors. At 1.0x the pattern crosses the frame in about 6.6 s at any Spread.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Animation speed. At 1.0 the wash takes ~6.6 s to cross the frame, at any Spread
Directionfloat0 – 3600Direction of travel in degrees (0 = right, 90 = down)
Spreadfloat0.25 – 4.01.0How many times the palette repeats across the frame. Below 1.0 only part of the palette is on screen at one time. 4.0 is a tight color ladder

Lighthouse

Lighthouse puts a lamp at the center of the frame. The lamp throws one, two, or four wedges of light that rotate together and reach out into darkness. Each beam carries its own color from the palette.

ParameterTypeRange/OptionsDefaultDescription
RotationenumCounter-Clockwise, ClockwiseCounter-ClockwiseWhich way the beams sweep. Speed cannot be negative, so this setting reverses them
Speedfloat0.0 – 10.01.0Animation speed. At 1.0 a full revolution takes 10 s, so a Double Beam passes a given point every 5 s
Beam ModeenumSingle Beam, Double Beam, Quad BeamDouble BeamHow many beams the lamp throws, evenly spaced around the circle
Beam Widthfloat0.06 – 0.980.3Angular width of each beam as a fraction of its share of the circle, so it means the same at any beam count. At 1.0 the beams touch edge to edge
Beam Softnessfloat0.0 – 1.00.5How gradually a beam fades from its spine to its edge (0 = a cut wedge, 1 = a spine with no flat core)
Reachfloat0.0 – 1.00.7How far the light gets before it is fully dark. 0 is a tight pool at the lamp. 0.7 dies exactly at the corners, and 1 fills the frame
Lamp Glowfloat0.0 – 1.00.3Haze the lamp spills between the beams. 0 is beams on darkness, and 1 is beams on a lit pool
Color ByenumBeam, Sweep, DistanceBeamBeam gives every beam its own color from the palette. Sweep colors the room in fixed sectors that the beams reveal. Distance ramps the palette from the lamp out to the edge
Color Scalefloat0.5 – 3.01.0How many times the palette repeats across the sweep, or from the lamp to the edge in Distance

Octopus

Octopus coils arms out of a core that breathes. The arms writhe as they travel. A radial wave bends them sideways, and pulses run outward along their length to swell and brighten them. The core inflates and dims on its own slower cycle.

ParameterTypeRange/OptionsDefaultDescription
RotationenumCounter-Clockwise, ClockwiseCounter-ClockwiseMirrors the whole figure. This reverses the rotation and the coil
Speedfloat0.0 – 10.01.0Animation speed. At 1.0 one arm sweeps past a given point every 3.6 s (a full revolution takes 29 s at 8 arms)
Tentaclesint2 – 168Number of arms
Swirlfloat0.0 – 3.00.9Turns of coil per unit radius. 0 gives straight spokes
Wigglefloat0.0 – 1.00.6How far the arms undulate sideways as they travel outward
Thicknessfloat0.08 – 0.850.35Arm width as a fraction of the spacing between arms
Softnessfloat0.0 – 1.00.35Edge falloff of the arms (0 = cut, 1 = feathered)
Glowfloat0.0 – 1.00.35Halo that fills the gaps between the arms. 0 is arms on darkness, and 1 is a lit disc
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Where the core sits in the frame
Edge Fadefloat0.0 – 1.00.0Vignette. Any value above 0 reaches darkness exactly at the frame edge, and a higher value starts the fade further in

Oncoming

Oncoming raises glowing bars, discs, or hexagons out of a horizon. They sweep down past the viewer in perspective, and each element takes its own color from the palette. Oncoming is based on a shader by XorDev. Oncoming replaces the former Rainbow Road source. A saved show that refers to Rainbow Road loads as Oncoming.

note

Windows only — not available on macOS. See FXCanvas on macOS.

ParameterTypeRange/OptionsDefaultDescription
ShapeenumBar, Disc, HexagonBarElement silhouette
Speedfloat0.0 – 10.01.0Animation speed. At 1.0 an element takes about 4.8 s to travel from the horizon to the bottom edge
Countint2 – 1610How many elements are in the stack. They always fill the depth run evenly
Sizefloat0.15 – 1.60.38Element size, from small markers to elements that overrun the frame
Swayfloat0.0 – 2.51.0How far the stack snakes side to side. 0 holds a straight, level column
Glowfloat0.0 – 1.00.22Halo spread around each element. Low is a hard edge, and high is a soft bloom
Brightnessfloat0.3 – 2.21.0Exposure of the whole stack
Color Spreadfloat0.15 – 3.01.0How much of the palette one full stack traverses. Low is two-tone, and high cycles the palette several times

Presets: Level Rungs (six crisp bars in a straight centered ladder), Fast Lane (sixteen tilted streaks that drive past), Broad Bands (huge soft color bands that fill the frame), Stepping Stones (a chain of glowing discs that wanders), Honeycomb Run (hexagons that descend through the whole palette).

Plasma

Plasma interferes coherent waves into a regular standing lattice. It superposes eight waves of equal wavelength on evenly spaced axes. The frame therefore carries repeating cells, nodal lines, and contour rings, and not the irregular structure of the noise-based washes (Clouds, Drift, Flow). Plasma is a full-frame ambient source, and every pixel carries palette color, so it lights a whole rig.

The whole lattice drifts along Direction while the individual waves beat against each other. At Speed 1.0 the pattern crosses the frame in about 11.5 seconds horizontally and 6.5 seconds vertically, and the fastest wave beats once every 6.9 seconds.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Rate the lattice drifts and beats. 1.0 crosses the frame in about 11.5 seconds
Directionfloat0 – 3600Which way the lattice travels, in degrees (0 = right, 90 = down). It also sets the grain of the wave axes
Scalefloat1.0 – 8.03.5Wave cycles across the frame height. 1 is a few huge color zones for a wide rig. 8 is a fine mosaic
Complexityfloat0.0 – 1.00.0How many wave axes interfere. 0 is two axes and a plain square lattice. 1 is eight axes and a quasiperiodic rosette
Ripplefloat0.0 – 1.00.3Wavefront shape. 0 is straight plane waves. 1 puts the emitters near the frame center, so the frame becomes concentric rings
Softnessfloat0.0 – 1.00.45How wide the blend is where one color band meets the next. 0 is cut contour edges (still antialiased), 1 is a continuous gradient

Presets: Standing Grid (a huge soft diamond checkerboard that drifts down), Pond Rings (broad concentric rings that rise up the frame), Hard Panes (flat cut-edged color cells), Rolling Rings (nested rings with a moiré across them), Fine Mosaic (a fine crisp symmetric mosaic that travels diagonally).

Pulse

Pulse travels concentric color rings outward from a center you can move, and the rings breathe in and out. Pulse is a full-frame ambient wash. Every pixel carries palette color, so it lights a whole rig and not single shapes.

The rings travel at a constant rate at any density. At Speed 1.0 a ring front takes 2.5 seconds to reach the top or bottom edge from a centered origin. It takes 5.1 seconds to reach a corner.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Rate the rings travel outward. 1.0 is 5.1 seconds from the center to a corner
Ringsfloat1.0 – 8.03.0How many times the palette repeats from the center out to the frame corner. 1 is one broad radial wash, 8 is tight concentric banding. It does not change how fast the rings travel
Softnessfloat0.0 – 1.00.75How wide the blend is where one color ring meets the next. 0 is cut edges (still antialiased), 1 is a continuous gradient with no visible boundary
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Origin the rings travel out from
Breathingfloat0.0 – 1.00.25Depth of the slow in-and-out pump of the whole ring field. One breath every 10 seconds at Speed 1.0. When Speed stops, the pump stops

Presets: Wide Halo (one huge soft color halo that spreads from the middle), Bullseye (bold flat-edged concentric rings), Tight Ripples (fast fine ripples that stream out), Corner Swell (broad arcs from an off-center origin, with a deep breath), Ground Swell (crisp arcs that rise from a low origin).

Rain

Rain travels streaks of palette color in any direction, without a stop. Each droplet takes its own color from the palette, and a new lane on every pass. The shower therefore remixes all the time, and it does not settle into fixed colored columns. From Beat Engine v2 this source is continuous, and not beat-synced.

Droplets composite over the content below them, so the gaps are empty and not tinted. At Speed 1.0 a droplet crosses the frame in exactly one second, at any Direction and any Length.

ParameterTypeRange/OptionsDefaultDescription
Speedfloat0.0 – 10.01.0Screen traverses per second
ShapeenumCircle, Diamond, Hexagon, Triangle, StreakStreakDroplet outline
Blend ModeenumNormal, Additive, ScreenNormalHow overlapping droplets combine. Additive is tone-mapped, so overlaps brighten without clipping to white
Countfloat1 – 4828Number of droplets on the frame
Thicknessfloat0.004 – 0.120.012Droplet width across the direction of travel, in frame heights
Lengthfloat0.02 – 1.20.22Droplet extent along the direction of travel, in frame heights
Softnessfloat0.0 – 1.00.25Edge feather, as a fraction of droplet thickness. 0 is crisp but antialiased. 1 leaves no hard core
Spreadfloat0.05 – 1.21.0How much of the frame the droplets fill across travel. 1.0 is exactly the frame at any Direction
Directionfloat0 – 36090Movement direction (0=right, 90=down, 180=left, 270=up). Droplets stretch along travel at every angle
Randomnessfloat0.0 – 1.00.45Variation in droplet speed and size

Presets: Downpour (fine fast threads that fall straight), Slow Deluge (thick soft bars that lean), Ember Lift (small additive dots that rise), Sideways Squall (long thin streaks that drive across), Diamond Drift (small diamonds that settle slowly).

Ripple Pop

Ripple Pop collides overlapping ripple waves into a sustained wash that interferes with itself. The beat breathes through the newest drop. Ripple Pop is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
Energyfloat0.1 – 3.01.0Wave strength and amplitude
Wave Lengthfloat0.1 – 1.00.5Size of the ripple waves
Decayfloat0.1 – 1.00.5How quickly waves fade (lower = slower fade, more overlap)
Historyint1 – 84Number of past drops to keep visible (deepens the wash)
Drop ModeenumCenter, Random, SequenceCenterWhere droplets appear
Pitch Xfloat0.1 – 0.50.25Horizontal spacing for sequence mode
Pitch Yfloat0.1 – 0.50.25Vertical spacing for sequence mode
ReflectionboolfalseReflects the waves at the frame edges
Displacementfloat0.0 – 1.00.0Amount of visual distortion

Shape Expand

Shape Expand expands a shape on each beat window, as an outline band or as a solid fill. Filled mode with wobble replaces the former Bubble source. A saved show that refers to Bubble loads as Shape Expand. Shape Expand is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
ShapeenumCircle, Square, Rectangle, Diamond, HexagonCircleType of shape
FillenumOutline, FilledOutlineOutline expands as a band. Filled expands as a solid (the former Bubble)
Thicknessfloat0.02 – 0.50.15Outline thickness (Outline fill mode)
Softnessfloat0.0 – 1.00.3Edge softness
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Shape center position
Max Sizefloat0.3 – 2.01.0Maximum expansion size
Wobblefloat0.0 – 0.50.0Radial wobble on the hit. It decays across the window
Wobble Speedfloat5 – 5025Speed of the wobble oscillation
Aspect Ratiofloat0.5 – 3.01.0Stretch ratio of width to height (works with all shapes)

Shockwave

Shockwave hits on each beat window with a radial luminance wave. The wave races outward, widens, and dies dark. Shockwave is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Origin the wave radiates from
Reachfloat0.3 – 2.01.2How far the wave front travels by the end of the window
Wave Widthfloat0.02 – 0.50.12Base thickness of the luminance band (grows as it travels)
Fallofffloat0.0 – 1.00.6How much brightness the wave loses as it travels outward
Distortionfloat0.0 – 1.00.0Subtle radial wobble of the band edge, unique to each hit
Softnessfloat0.0 – 1.00.5Edge softness of the band

Sphere Cavern

Sphere Cavern flies through an endless lattice of lit spheres. The lattice rolls, and it fades into fog. This is a full-field source. At the default settings about 92% of the frame is lit surface, so it works as a wash and not as a figure on black. A lower Sphere Size thins it to a field of scattered beads. A higher Fog reduces the cavern to a few shapes in the dark.

Spacing sets the lattice period across and along the tunnel. It is not a tempo control. At Speed 1.0 the camera advances one cell every 4 seconds at any spacing. Sphere Size is a fraction of the cell, so a sphere can never grow large enough to swallow the camera.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Travel rate. 1.0 crosses one sphere cell every 4 seconds
Zoomfloat0.5 – 2.20.75Field of view. Higher is tighter and flatter. Lower opens to a wide tunnel
Sphere Sizefloat0.2 – 1.00.75Sphere radius as a fraction of the lattice cell, from scattered beads to a packed wall
Spacingfloat2.0 – 10.05.0Lattice spacing across and along the tunnel. Smaller packs more spheres into the frame
Vertical Spacingfloat2.0 – 10.05.0Lattice spacing up and down. Raise it to stretch the cavern into layered decks
Rollfloat0.0 – 1.00.25How fast the cavern rolls around the flight axis. At 1.0 a quarter turn takes 2.6 seconds
Glowfloat0.0 – 2.00.6Emissive lift on the sphere surfaces, from shaded and moody to fully self-lit
Fogfloat0.04 – 0.350.06How quickly distance swallows the cavern

Presets: Bead Tunnel, Packed Wall, Stacked Decks, Deep Dive, Out of the Dark.

Spiral

Spiral coils a full-frame color swirl out from a center point. Spiral fills the whole frame. No setting leaves any black, so every fixture stays lit and in motion. Definition runs the look from a smooth wash at 0 to flat, defined color bands at 1. Every other control works at both ends.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Rotation speed (1.0 is one full revolution every 6.7 seconds)
Armsint1 – 81How many times the palette wraps around the center per revolution
Twistfloat0.0 – 3.01.2Turns of coil from the center to the frame edge. 0 gives straight spokes
Definitionfloat0.0 – 1.00.00 is an unbroken smooth gradient. 1 snaps each band onto one palette color with a crisp transition
Depthfloat0.0 – 1.00.12How far the color dips between bands. 0 is flat brightness. 1 takes the dip to 30%, which is dim but never off
Thicknessfloat0.1 – 0.90.6Share of each band held at full brightness. Low is a narrow bright ridge, high leaves only thin grooves
Spinint0 – 10Rotation sense: 0 winds the arms inward, 1 unwinds them outward
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Point the swirl coils out from

The number of bands per revolution is Arms × the number of colors in the palette. Definition quantizes onto the entries of the palette, so at Definition 1 every band is exactly one of your colors.

Presets: Slow Turn, Wide Curl, Soft Ribbons, Solid Coils, Whirlpool.

Swarm

Swarm drifts soft glowing particles across the frame. Each particle wanders around its own home position while the whole field travels. A particle that leaves one edge enters again at the opposite edge. Each particle takes its own color from the palette, and an overlap blends without a wash to white.

note

Windows only — not available on macOS. See FXCanvas on macOS.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Multiplier on both the wander orbits and the drift
Directionfloat0 – 36020Travel direction in degrees (0=right, 90=down, 180=left, 270=up)
Countint4 – 6444Number of particles
Blob Sizefloat0.015 – 0.180.055Radius of each particle, in screen heights
Spreadfloat0.0 – 1.00.9How much of the frame the swarm fills — 0 is a tight central cluster, 1 the whole frame (independent of size)
Wanderfloat0.0 – 0.450.16How far each particle roams from its home
Driftfloat0.0 – 1.00.45How fast the whole swarm travels along Direction (0 holds it in place)
Softnessfloat0.0 – 1.00.45Edge softness of each particle — 0 is a crisp disc, 1 a soft glow

Presets: Rising Sparks, Hard Bokeh, Soft Descent, Heavy Bloom, Tight Cluster.

Sweep

Sweep sweeps a soft bar across the frame on each beat window, at any angle. It also has ping-pong, a decaying trail, and segments. Sweep replaces the former Scanner source, and a saved show that refers to Scanner loads as Sweep. Sweep is beat-synced — see Beat-synced controls.

ParameterTypeRange/OptionsDefaultDescription
Directionfloat0 – 3600Sweep direction in degrees (0=right, 90=down, 180=left, 270=up)
Widthfloat0.05 – 1.00.3Bar width
Softnessfloat0.0 – 1.00.3Edge softness of the bar
Ping-PongenumOff, OnOffAlternates the sweep direction on each hit
Trailfloat0.0 – 1.00.0Length of the decaying wake behind the bar (0 = none)
Segmentsint1 – 101Number of bar segments across its length (1 = solid)

Voronoi

Voronoi tiles the frame into cells around sites that wander. Fill and Relief shape the cell bodies, from flat tiles to domed stones to an unlit web. Edge Width draws the seams in pixels, so a seam keeps its thickness at any Scale. Contours rings the interiors, and Blend melts neighboring cells into each other. Color By switches between one palette color for each cell and a palette ramp from the seams into the interiors. The lattice drifts along Direction at about one cell every nine seconds at Speed 1.0, on top of the six-second wander of the sites.

ParameterTypeRange/OptionsDefaultDescription
Color ByenumCell, DepthCellCell gives every cell its own color from the palette. Depth ramps the palette from the seams into the cell interiors
Speedfloat0.0 – 10.01.0Animation speed
Directionfloat0 – 3600Lattice drift direction in degrees (0=right, 90=down, 180=left, 270=up)
Scalefloat3.0 – 24.07.0How many cells fit across the frame height
Fillfloat0.0 – 1.01.0Brightness of the cell bodies — at 0 only the seams and rings are lit
Relieffloat0.0 – 1.00.5How far each cell darkens toward its borders, from flat tiles to domed stones
Edge Widthfloat0.0 – 1.00.35Thickness of the seam line in pixels, so it means the same at any Scale — 0 draws no seam
Contoursfloat0.0 – 1.00.35Strength of the concentric rings inside each cell
Blendfloat0.0 – 1.00.15How far neighboring cells melt into each other — 0 is hard tiles, 1 is merged blobs
Irregularityfloat0.2 – 1.01.0How far the cell sites wander from a regular grid, and with it how much they move

Presets: Cut Glass, Contour Steps, Leaded Glass, Melted Tiles, Tile Wall.

Warp Speed

Warp Speed draws a hyperspace tunnel of palette-colored stars that streak out of a vanishing point. Star Count sets how many lanes fan out around the circle. Trail Length sets how much of its lane each streak fills, and Star Width sets its thickness. At the top of all three ranges the streaks touch into a solid tunnel of color blades. At Speed 1.0 a star crosses from the vanishing point to the corner in about one second.

ParameterTypeRange/OptionsDefaultDescription
Speedfloat0.0 – 10.01.0Rate the stars travel. At 1.0 a star crosses from the vanishing point to the corner in about a second
Star Countfloat12 – 240100Streak lanes around the full circle
Trail Lengthfloat0.08 – 0.950.5How much of its lane each streak fills, from short dashes to unbroken lines
Centerpoint2D0.0 – 1.0 (X/Y)(0.5, 0.5)Vanishing point position
Star Widthfloat0.1 – 1.00.4Streak thickness as a fraction of its lane. At 1.0 neighboring streaks touch
TravelenumOutward, InwardOutwardWhether the starfield rushes outward from the center or inward toward it

Presets: Slow Approach, Star Rush, Blade Fan, Debris Field, Closing In.

Wave

Wave draws a sea surface that travels. It sums several wave trains with the same heading into a height field, and that height drives the palette. The frame therefore carries long crest lines. The crests bow and slither as they come, they rise and die along their own length, and the true surface slope shades their flanks. The trough color and the crest color stay distinct at both ends of the palette. Wave is a full-frame ambient source, and every pixel carries palette color, so it lights a whole rig.

The crests travel at a constant rate at any spacing. At Speed 1.0 a crest crosses the frame in about 14 seconds. At the default Frequency, crests pass a fixed point every 4 seconds.

ParameterTypeRangeDefaultDescription
Speedfloat0.0 – 10.01.0Rate the crests travel. 1.0 crosses the frame in about 14 seconds
Directionfloat0 – 3600Which way the crests travel, in degrees (0 = right, 90 = down). Crests run perpendicular to it
Frequencyfloat0.8 – 6.02.0Wave cycles across the frame height. 0.8 is a long ocean swell, 6 is fine ripples. It does not change how fast the crests travel
Steepnessfloat0.0 – 1.00.55Wave shape. 0 is a smooth rolling swell. 1 gives peaked crests over broad flat troughs, with strong shading on the flanks
Complexityfloat0.0 – 1.00.45How confused the water is. 0 is a clean swell with even crests. 1 adds fine chop on the swell, and it breaks each crest along its length
Softnessfloat0.0 – 1.00.55How wide the blend is where one color band meets the next. 0 is a cut contour map of the surface (still antialiased), 1 is a continuous gradient

Presets: Open Water (a long slow swell that bows across the frame), Rolling Crests (mid-scale crests that march down the frame in sets), Cut Swell (tight hard-edged contour bands that run left), Fine Chop (fast fine diagonal chop), Heavy Swell (big steep crests that lift up the frame, with bright ridges and dark flanks).


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