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The Off effect simply turns every pixel off on the model/group that it is placed on.
This effect can be used in between other effects, to create a situation of a few seconds of “all lights off”, followed by effects coming on suddenly.
It can also be used on layers to adjust when an effect on another layer come on and goes off.
Prerequisite information: Colors & timing speed are ignored.
You can use fade in/out with off.
In some cases, when a controller does not turn off lights at the end of a sequence, place an off effect against an ‘All model’ group to force the lights off.
Used Canvas mode to offset channel values. Can be used to offset DMX channel values.
Adjustment | |
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The Bars effect creates straight edged multiple color bars that move across a model. The edges may be hard, highlighted or 3D (soft).
Layering a On effect with a start intensity of 0% and ending of 100% will result in a ramp up, as opposed to an On effect with hard edges. Be sure to set the blending option of the On effect to “layer 1 is mask”. Make sure the cycle count is set to 1, and you have a color selected (doesn't matter which color since it's a mask).
The Circles effect creates solid sphere like objects that move seemingly in random fashion on a model.
Used most effectively on models such as a mega tree or a matrix. One or multiple colors can be used for the effect. If multiple colors are selected, than the circles will be made up of the selected colors.
Place the effect to initially span at least a few seconds. After placing the effect on the model, adjust the number of circles and the speed down until the circles can be seen moving around and then adjust upwards as required.
Place the Circles effect on a star and select the Radial option to obtain a nice looking effect.
The Curtain effect creates a color transition of one or more colors across the face of a model depicting a curtain opening or closing based on the options selected.
Used most effectively on models such as a mega tree, a matrix, whole house or grouped arches. Can also be used on singular items such as each arch.
You can use the curtain effect layered with any other effect as a mask to reveal the other effect.
The Candle effect creates flickering effect that simulates a candle. The Color Palette is not used with this effect, it is always a orange to redish color.
The Butterfly effect creates seemingly random patterns of color swirling around, based on an initial set of parameters. This is very effective on a number of different types of models.
Butterfly style #2 generates radial patterns that look great on round models such as snowflakes, stars, globes, etc.
The effect can be repeated on the same model with different colors, directions or timings, using layers and offsetting the position on the model.
The Fan effect creates spiralling blade like objects that move around the model either clockwise or counterclockwise. Used most effectively on models such as a mega tree or a matrix.
One or many colors can be used for the effect. If multiple colors are selected, then the blades of the fan will be made up of the selected colors.
Playing with the radius values i.e. making radius 2 less than radius 1 can provide some interesting effects.
You can create four Fan effects that each take up about one quadrant of your model (matrix/house) and have them all doing different thing with their arms blending at the edges. The four positions would be x25:y25, x25:y75, x75:y75, x75:y25.
The Faces effect is used by xLights to generate singing and talking face effects. It is used and placed on the sequencer as part of the Papagayo import functionality, if the target in xLights is a Coro face.
It is also used within xLights functionality to generate Singing Faces. The use of this effect is described in the section describing Singing Faces.
The color pallet is used to determine the color of the signing face. If force custom colors is enabled in the model's face definition, the custom colors takes precedence and the color pallet will not change the effects color.
The Fireworks effect creates a fireworks type of effect of exploding lights in a burst. Used most effectively on models such as a mega tree or a matrix.
One or multiple colors can be used for the effect. If multiple colors are selected, then the lights in the explosion will be made up of the selected colors.
Add multiple layers of fireworks with different colors on each layer to get more explosions with multiple colors at the same time. Set different velocities and number of explosions on each layer.
Pallet Color | Face Nodes |
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Option/Settings
Description
Transparent
Make the Off Effect Transparent, Use this with the Canvas Mode.
None
Adjust By Value
Adjust By Percentage
Set Minimum
Set Maximum
Set Range
Shift With Wrap By Value
Shift With Wrap By Percentage
Prevent Range
Reverse
Options/Setting
Description
Palette Rep
Number of times the color palette repeats on a model. All the colors selected will repeat as many times as this value is defined.
Therefore , if 2 colors are selected and this value is 3, each of the 2 colors will come on 3 times , resulting in 6 changes of colors.
This whole setting is multiplied by the Cycles value.
Can be adjusted via the Value Curves options.
Cycles
Number of cycles for the duration.
Therefore
If set to 1, then the colors selected and palette rep combination will execute once.
If set to 2 and there are 3 colors and the palette rep is set to 4 , then there will be 24 changes of color (2 cycles * (3 colors * 4 reps) ) in the selected duration.
Can be adjusted via the Value Curves options.
Center Point
Enables you to control where the center point is for expand and compress (both vertical and horizontal).
Direction UP/DOWN
Bars move UP or DOWN a model.
Direction Expand
Bars start at the center and move outward towards the top and bottom.
Direction Compress
Bars start at the top and bottom edges of a model and move to the center.
Direction Left/Right
Bars start at the left/right edges of the model and move to the other side.
Direction H Expand
Bars start at the horizontal middle of the model and expand towards the left and right edges.
Direction H Compress
Bars start at the left/right edges of the model and move in towards the horizontal center of the model.
Direction Alternate
Bars are not animated like the other direction options. The colors for each bar change to the next color selected in the palette.
Highlight
A single row of white is set at the leading edge of each color.
3D
The trailing edge of each color fades to black.
Gradient
When selected, causes the different colors to merge into each other as a gradient rather than as a sharp change.
Option/Settings
Description
Number of Circles
Number of circles that displays on a model.
Can be adjusted via the Value Curves options.
Size
The size of each circle of the effect.
Can be adjusted via the Value Curves options.
Speed
The speed at which the circles move on the effect.
Can be adjusted via the Value Curves options.
Bounce
The effect creates a noticeable bounce up and down of the circles.
Radial
The circles stretch outwards and back radially.
Plasma
The circle edges blend into each other. Increase the number of circles for this value to be effective.
Radial 3D
The circles stretch outwards and back radially.
Bubbles
Each circle displays an outline rather than being solid in color.
Linear Fade
Causes each circle to blur and have its edges fade to black.
Option/Settings
Description
Curtain edge
Denotes how the curtain edge will come together (i.e. close) or open – depending on the ‘Effect’ setting value.
Examples:
Center – Two curtains will move from the outside to the inside (center) of the model or from the inside (center) to the outside of the model.
Bottom – The curtain sweep will be from the top, closing or opening out towards the bottom.
Effect
Denotes whether the curtain should open, close, open then close or close then open. Used in conjunction with the curtain edge direction.
Swag Width
Defines the curve of the curtain effect. A value of zero will depict a straight curtain edge. A value of 10 will depict a curved curtain edge with a sweeping drop.
Can be adjusted via the Value Curves options.
Swag Speed
Defines the speed at which the curtains will close or open.
Can be adjusted via the Value Curves options.
Repeat
If true, the the action will repeat multiple times. If false, it only happens once.
Options/Settings | Description |
Flame Agility | Changes how "fast" the flame flickers. |
Wind Baseline | Sets the stating point from where the color change happens. |
Wind Variability | Sets the range of the flickering. |
Wind Calmness | Sets the acceleration of there flickering. |
Per Node | If True flickering will be independent per each node in the model |
Options/Settings | Description |
Colors | Rainbow or Palette can be selected. If Palette is selected, then the colors from the Color selection window are used. |
Style | Up to 10 different styles can be selected for the effect. |
Bkgrd Chunks | Controls whether and how sections of black color are to be used between the colors. Can be adjusted via the Value Curves options |
Bkgrd Skip | Used in conjunction with the background chunks to skip the black background. Can be adjusted via the Value Curves options. |
Speed | Controls the speed with which the effects change. Can be adjusted via the Value Curves options |
Direction | Controls whether the effect moves outwards or reverses direction. |
Option/Settings | Description |
Position: Center X,Y | Defines the x and y coordinates of the center (i.e. focus) point of the fan effect. |
Position: Radius 1 | Defines the lower radius of the fan. |
Position: Angle | Defines the angle of each arm of the fan. |
Position: Radius 2 | Defines the upper radius of the fan. |
Position: Revs | Defines the number of 360 degree rotations per timing mark the effect is in. |
Blades: # Blades | Defines how many blades the fan effect will use per color selected. |
Blades: Width | % of area that the width of each blade will take on the effect. |
Blades: Angle | Angle of each blade from center. |
Blades: # Elements | How many segments each blade is divided into - default is 1. |
Options: Duration | Controls the swell i.e. the amount of time that the fan swells out. |
Options: Acceleration | Controls how quickly the fan swells out and then back in. |
Options: Reverse | Reverses the direction of the rotation of the fan effect. |
Options: Blend Edges | Each edge blends to black. Turning it off converts the fan effect to a full circle at the end of each swell. |
Option/Settings | Description |
Phoneme | Sets Face to specific mouth position. |
Timing Track | Sets Timing Track to use for Lyrics/Phonemes |
Face Definition | Sets Face Definition to use. These are setup in the model preference under the 'Faces' option. |
Eyes | Sets if the Eyes are 'Open', 'Close', 'Automatic', or '(off)'. 'Automatic' blinks the eye based on frequency. '(off)' disables the eye. |
Eye Blink Frequency | Set the speed of Automatic Eye Blinking |
Show Outline | Show outline if defined in the Face Definition. |
Suppress Shimmer | Skip '-shimmer' tags in Timing Tracks lyrics. |
Use State as outline | Use a State Definition for 'coloring' the Outline |
Suppress when not singing | If set, the Face will disappear if not lyrics are present, in the timing track. |
Lead In/Out Frames | Number of frames the face will appear before the lyrics start/end, Only available if 'Suppress when not singing' is enabled. |
Fade during lead in/out | Fade the face in and out during the Lead in/out frames, Only available if 'Suppress when not singing' is enabled. |
Transparent Black | Sets the black pixels transparent to show effects on lower layers. |
1st Pallet Color | Mouth Nodes |
2nd Pallet Color | Eyes Open/Close Nodes |
3rd Pallet Color | Outline Nodes |
4th Pallet Color | Outline2 Nodes |
5th Pallet Color | Eyes Open2/Close2 Nodes |
6th Pallet Color | Eyes Open3/Close3 Nodes |
Option/Settings | Description |
Number of Explosions | Defines the number of explosions to be created. |
Particles in Explosion | Controls the number of particles in the explosion. |
Velocity of Particles | Controls the speed of the particles exploding. |
X Velocity | Left/Right Movement of the Firework |
Y Velocity | Top/Bottom Movement of the Firework |
X Location | Left/Right Location of the firework within the buffer (0-100%). '-1' indicates random location. |
Y Location | Top/Bottom Location of the firework within the buffer (0-100%). '-1' indicates random location. |
Hold Color | If "true" keeps the same color for the lifetime of the firework. If "false" colors change throughout the lifetime of the firework. |
Gravity | Sets if the firework particles fall down to the ground. |
Particle Fade | Defines the speed at which the particles should fade in the explosion after the initial burst. |
Fire with Music | Controls whether the audio signal should be used to control the effect. If not selected then a set number of fireworks are triggered instead. |
Trigger level | Controls how high the music level needs to be before the effect will be triggered, if ‘Fire with Music’ is selected. Where the waveform is relatively flat, the fireworks may trigger repeatedly if the waveform does not drop below the trigger level. |
Fire with Timing Track | When selected the effect will trigger a firework at every timing mark in the selected timing track. |
Copy Effect Data from another model. Each Individual Layer has to be "duplicated" to reproduce all the effects across two models.
The DMX effect is used to output a value between 0-255 to the model. Channel 1 in the DMX effect corresponds to the first channel of the model and up to 48 channels can be controlled.
Use a Single Line model for RGB nodes. As an example, 5 RGB nodes which will create 15 channels of data.
For Pan/Tilt head control movement, select the Use Ramps attribute and set it to a timing mark of say 10 seconds long. It will move the head for 10 seconds between the ramp values.
Remapping DMX Channels allows for channel data to be "swapped" or moved on a DMX Effect. This can be used if the DMX data from an imported model uses different channels. The data can be offset or scaled to fix issues with direction and rotational differences.
DMX Scaling Video https://youtu.be/tbT8DxhRag0
The On effect turns every pixel on for a given model/group
Prerequisite information: Only one color may be used with the ON effect. If multiple colors are chosen, only the first color selected will be used.
A start intensity of 0% and ending of 100% will result in a ramp up, opposed to an ON with hard edges.
Click on the "Shimmer" to get a shimmer effect.
The Color Wash effect creates a wash effect of the selected color or colors across the model. Can be effective if multiple colors are selected and the effect is used as a background effect.
One or multiple colors can be used for the effect. If multiple colors are selected, then the ColorWash will use the selected colors repeating the colors depending on the ‘count’ setting.
The Kaleidoscope Effect is a canvas mode effect. By itself it does nothing. It must be placed above another effect and it will modify the output. A Kaleidoscope will sample a section of the underlying effect and mirror it into a symmetrical pattern. A "Square" kaleidoscope type will use a square shaped sample area and a triangle type will use a triangle shaped area. The "Size" , "Center X", and "Center Y" determines the location/size of the sampling area.
The Fire effect creates an effect that appears as licks of flames. Used most effectively on models such as a mega tree or a matrix.
The Life effect simulates the Game of Life cellular automation model. One or multiple colors can be used for the effect.
From Wikipedia:
The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead, (or populated and unpopulated, respectively). Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
Any live cell with fewer than two live neighbours dies, as if by underpopulation.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overpopulation.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
The initial pattern constitutes the seed of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed; births and deaths occur simultaneously, and the discrete moment at which this happens is sometimes called a tick. Each generation is a pure function of the preceding one. The rules continue to be applied repeatedly to create further generations.
The Garlands effect creates an effect that simulates a circle of rings that drop on each other (depending on the direction of the effect).
One or multiple colors can be used for the effect. If multiple colors are selected, than the spheres will be made up of the selected different colors.
The Glediator effect enables the import and use of an effect that has been created using the Glediator software into xLights. Glediator is a 3rd party application that can generate an unlimited number of effects. Once an effect has been created, it must be saved as a .GLED file.
Place the Glediator effect in on timing cells that you wish to have the effect on a model. Click on the filename prompt and browse and select the gladiator file.
You must configure Glediator to the X,Y dimensions of your model you wish to add effects to.
You may also use Jinx! to create effects. It will create a ‘.out’ file which can be used with this effect. There is no need to rename the saved output file to .gled to use with the Glediator effect. The Glediator effect now supports .GLED and .OUT files.
The Lightning effect generates a vertical lightning bolt type of effect. One or multiple colors can be used for the effect. White is always selected for the outer edge of the lightning bolt.
This is the Lines effect. It was inspired by the Mystify Screensaver in Windows.
The Meteors effect generates a number of meteor like streaks of color.
The Morph effect creates a Movement across a model of one or many strands of lights with a head and tail. The Morph effect looks best on mega trees, arches and matrix models but is not limited to those models.
In the Color selection there can be from 1 to 8 colors used for the morph. The color selection is from left to right. If one color is selected the whole morph will be that color. If two colors are selected the Head will be set to the first selected color and the Tail with the second selected color.
If three colors are selected the Head will morph from color1 to color2 then will morph to Color 3. If more than 3 colors are selected then the tail will continue to morph from color3 to color4 to color 5 to color 6. Note if you only want the tail to morph then set color1 and color2 to the same color. If a color gradient color is used then the color morphing can be almost infinite.
A morph can start anywhere and end anywhere on a model. The starting and ending locations are specified by the X,Y coordinates on the Start/End tabs.
Open and use the Effect Assist window. The window will display a grid corresponding to the x,y start and end coordinates. If you then grab a slider for the morph effect and move it, the Effect Assist window shows exactly where the coordinate is being moved to, making it easier to determine what is being done to the effect. Double click to reset the coordinates to defaults.
The Marquee effect displays scrolling lines or bands of pixels around the edge of an model or from one end of a line to the other. One or multiple colors can be used for the effect. If multiple colors are selected, then the bands of the effect will be sequentially selected from the colors chosen.
The Galaxy effect creates a spiral like effect that expands around the model either clockwise or counterclockwise. Used most effectively on models such as a mega tree or a matrix.
One or multiple colors can be used for the effect. If multiple colors are selected, than the spiral will be made up of the selected colors.
Grid: The grid can be used to quickly change the Pan and Tilt values. You will see the slider update as you move. Pan: This will pan all selected heads. This also works as an offset to any other commands like Fan and a Path. Tilt: This will tilt all selected heads. This also works as an offset to any other commands like Fan and a Path. Fan Pan: This sets the number of degrees to fan each head in the pan direction. Fan Tilt: This sets the number of degrees to fan each head in the tilt direction. Groupings: Divides the selected heads into groups of 1 through 6. So if you have 8 heads with a grouping of 2 then the first 4 heads will fan and the second 4 heads will fan. Heads 1 and 5 will point the same direction and so on. Cycles: Change the motion speed of a head. Presets: Presets can be saved and an icon will be created to quickly recall those settings. It will try to draw a representation of the angle the heads are pointing and their colors.
Draw paths the same way as the Sketch effect. I had to make some improvements to allow a path to close properly. Scale: You can draw a circle and then use the Scale slider to make the head move in a smaller or larger circle. Time Offset: This will stagger each selected head so they aren't all in the same position on the path. Ignore Pan: Ignores the pan part of the path Ignore Tilt: Ignores the tilt part of the path Presets: Presets can be saved and an icon is generated that can be clicked to quickly recall the path settings.
Click anywhere in the color circle to select a color for all selected heads. You can click and drag the circle around to change the color. If you Shift-Left click you can define additional circles and a number appears inside the circle. Multiple circles will cause the effect to do a colorwash through the selected colors. Click a circle and press the delete key to remove one. The color bar at the bottom can be used to dial down the brightness of the selected color.
The Ripple effect generates a ripple like spreading movement of color similar to when an object is dropped into water. One or multiple colors can be used for the effect.
The Liquid effect is based on a liquid particle simulation algorithm. Up to four liquid particle sources can be enabled. Based on Google's LiquidFun fluid simulation.
Option/Settings
Description
Channels 1-16
Select the tab to control Channels 1 -16
Channels 17-32
Select the tab to control Channels 17-32
Channels 33-48
Select the tab to control Channels 33-48
DMX Value
Select the DMX value (from 0 to 255) for the Channel that has been selected. The channels will be offset from wherever is defined in the model definition. So if the model for a DMX device starts at channel 450 then the channel 3 slot will control channel 452.
Click on the Value Curves icon to open a list of additional nonlinear effects. Use the Ramp effect to vary the output anywhere from 0 to 255.
Remap Channels
Remap channels will "move" the DMX from one channel to another. This is used when importing sequences and the source DMX fixture uses different DMX channels.
Save As State
Save the current DMX Values as a State Definition. The RGB values of the Force Custom Color will be the DMX Values.
Load From State
Load DMX Values From a Model State Definition.
Options/Setting
Description
Start Intensity
Start Intensity of On Effect.
End Intensity
End Intensity of On Effect.
Transparency
Transparency of the On Effect.
Can be adjusted via the Value Curves options.
Cycle Count
Number of times the start/end cycles repeats per effect duration.
Therefore
If set to 1, then the start/end cycle will execute once.
If set to 2, then the start/end cycle will execute twice.
Shimmer
"Strobe" the effect.
Option/Settings
Description
Count
Number of times the colors selected will be repeated for the duration of the effect.
Each set of colors repeats as many times as the count value has been set to.
Can be adjusted via the Value Curves options.
Vertical Fade
Controls whether the wash effect should fade vertically.
Horizontal Fade
Controls whether the wash effect should fade horizontally.
Shimmer
Applies a shimmer effect to the Color Wash effect if selected.
Circular Palette
When selected, this smoothes the color transitions when the effect repeats per the count setting. If not selected there will be a hard transition between the last color selected and the first color selected.
Option/Settings
Description
Kaleidoscope Type
Set Square or Triangle.
Center X
Center X of the Kaleidoscope Sampling Area
Center Y
Center Y of the Kaleidoscope Sampling Area
Size
Size of the Kaleidoscope Sampling Area
Rotation
Set Rotation of the Kaleidoscope Output
Option/Settings
Description
Height
Defines the ‘length’ or height of the flames.
Can be adjusted via the Value Curves options.
Hue Shift
Defines the color of the flame.
Can be adjusted via the Value Curves options.
Growth Cycles
Defines the total length that the flames should grow to.
Can be adjusted via the Value Curves options.
Grow with music
When enabled adjusts the height according to the music intensity
Location
Defines the initial location and therefore the direction of the flames. eg a setting of ‘Bottom’ would drive the flames from the bottom to the top.
Option/Settings
Description
Cells to Start
Controls the number of cells that the effects starts with.
Type
Selects the type of pattern. Four values can be selected.
Speed
Controls the speed at which the pattern and cells live and die.
Option/Settings
Description
Garland Type
Controls 4 different type of garland effects.
Spacing
Controls the spacing of each cycle of the garland.
Can be adjusted via the Value Curves options.
Cycles
Controls the number of complete cycles of the effect in the given timeframe.
Can be adjusted via the Value Curves options.
Stack Direction
The direction in which the garland effects move or drop. Up to 8 variations are possible i.e. Downwards, Upwards etc.
Option/Settings | Description |
Number of Segments | Defines the number of zigzag segments to be used in the effect. Can be adjusted via the Value Curves options. |
Width of Bolt | Controls the width of the zig zag. A value of 1 will form a straight vertical line. Can be adjusted via the Value Curves options. |
Forked Lightning (Y,N) | Controls whether the effect generates a forked effect. |
Top Location (x;y) | Defines the coordinates of the top end of the lightning bolt. Can be adjusted via the Value Curves options. |
X Movement | Controls the movement of the lightning effect horizontally across the effect. Can be made to be stationary or move in either direction. Can be adjusted via the Value Curves options. |
Direction | Up or Down for the Lightning Bolt |
Option/Settings | Description |
Lines | Number of lines. |
Points | Number of points on each line. |
Thickness | Thickness of each line. |
Speed | Speed of each line. |
Tails | Adds "tails" as the line moves around. |
Fade Tails | Sets if tails fade away |
Option/Settings | Description |
Colors | Defines whether the Rainbow collection of colors is to be used for the effect or whether colors are to be selected from the Palette. If Palette is selected, then the colors used will be the ones selected via the Color window for the effect. |
Effect | Selects the direction of the meteors. Eight options are possible including Down, Up, Left, Right, Implode, Explode, Icicles and Icicles_bkg. |
Count | Controls the number of particles used for the effect. |
Trail Length | Controls the length of the tail of the meteor. |
Swirl Intensity | Controls whether the meteor moves smoothly or swirls/oscillates. |
Speed | Controls the speed of the meteor effect. |
Horizontal Offset | This attribute (applicable for the Implode and Explode effect options) adjusts the center of the effect horizontally. |
Vertical Offset | This attribute (applicable for the Implode and Explode effect options) adjusts the center of the effect vertically. |
Adjust count based on musical intensity | If selected, will increase the number of meteors when the song intensity is high and will decrease it for quieter sections of the song. |
Starfield Simulation | Enabled if the effect value is Implode or Explode - Simulates a starfield burst. |
Option/Setting | Description |
Start : X1a | Defines the first lateral position starting point (0 is bottom). |
Start : Y1a | Defines the first vertical position starting point (0 is left). |
Start : X1b | Defines the second lateral position starting point (100 is top). |
Start : Y1b | Defines the second vertical position starting point (100 is right) |
Start : Head Length | Defines how long the head will be and is depicted by the head effect on the grid. |
Start : Link Points | Enabling this option will cause the X,Y B points to be linked to the X,Y A points. |
Morph Quickset Options | These options allow the user to quickly choose a commonly used morph type and direction. These are customizable after they are selected. |
End : X2a | Ending position 2 on the horizontal axis (100 is top). |
End : Y2a | Ending position 2 on the vertical axis. |
End : X2a | Ending position 2 on the horizontal axis. |
End : Y2b | Ending position 2 on the vertical axis. |
End : Head Length | Defines the relative size of the head when the morph reaches the end points. |
End : Link Points | Enabling this option will cause the X,Y b points to be linked to the X,Y a points. |
Head Duration | Defines how long the head will show during the morph before it changes to the body colors. |
Acceleration | Defines a non-linear speed for the movement of the morph. |
Repeat Count | This is used when selecting a single morph and you want it to repeat x number of times. |
Repeat Skip | Sets the number of legs on the model that the morph will skip when the repeat option is enabled. |
Stagger | This is used in conjunction with the single line morph and repeat. It can be set to positive or negative values for left or right sweeping type morphs. Small values look best (1-4). |
Show Head at Start | When used with the stagger option, the head of each morph will show prior to the morph moving based on the stagger interval. |
Swap Start and End Points | Button to Quickly swap the start and end points of a morph, which effectively reverses the morph. |
Option/Settings | Description |
Top, Bottom, Left, Right Barriers | Prevent Liquid particles from leaving the Checked Values side of the effect. |
Hold Particle Colors | Keep each particle color constant over time. |
Mix Colors | Change particle color over time. |
Type | Select the liquid type. |
Lifetime | Lifetime of a particle before it disappears. |
Size | Size of particles. |
Warm Up Frames | Throw away start up frames that don't appear to adjust the effect desired starting state. |
Despeckle Threshold | Spacing of the particles. |
Gravity | Pull Factor away from the liquid source. |
X | X location of the liquid source. |
Y | Y location of the liquid source. |
Direction | Rotation of the liquid source. |
Velocity | Rate of movement of the particles. |
Flow | Number of particles dispensed at a time. |
Source Size | Size of the liquid source that particles will appear from. |
Option/Settings | Description |
Band Size | Controls the proportion ( % wise) of the circumference of the marquee effect that the pixels will light up. |
Skip Size | Controls the proportion (% wise) of the circumference of the marquee that will be skipped by the pixel color ie will be dark. |
Thickness | Controls the thickness of the marquee effect ie how many pixels wide. |
Stagger | Defines the orientation of the pixel band thickness (visible if the thickness is > 1). |
Speed | Controls the speed at which the marquee effect moves around. |
Start Position | Shifts the start position. |
Reverse | If selected, reverses the direction of the effect to counterclockwise. |
Scale (x:y) | Used to control the scale (i.e. boundary) of the marquee effect. Defined as a % from -100% to + 100% if ‘Offset in Pixels is not ticked Defined as number of Pixels from -100 to + 100 if ‘Offset in Pixels is ticked |
Offset in Pixels | Used to specify exact number of pixels rather than % for offset - see Scale (x:y) |
X-axis, Y-axis Center | Used to control the center position of the marquee effect within the model |
Wrap X / Y | Used to warp the effect horizontally or vertically around the model. |
Options/Settings | Description |
Start: Center X,Y | Defines the x and y coordinates of the center (i.e. focus) point of the galaxy effect. |
Start: Radius | Defines the lower radius of the galaxy. |
Start: Width | Controls the width of the lower end of the spirals. |
Start: Angle | Controls the angle of the spirals. |
End: Radius | Defines the upper radius of the galaxy. |
End: Width | Controls the upper width of the spirals. |
End: Rev’s | Determines the number of full revolutions each arm makes in the given timeframe. |
Options: Head Duration | Controls the swell i.e. the amount of time that the head of the spiral uses. |
Options: Acceleration | Sets the speed of a non-linear movement for the head color and body. |
Options: Reverse | Reverses the direction of the rotation of the galaxy effect. |
Options: Blend Edges | Each edge blends to black. Turning it off converts the galaxy effect to a full circle at the end of the rotation. |
Options: Inward | If the spirals overlap, it determines if the spirals will appear to be moving inward or outward. If there is no overlap, this setting will have no effect. |
Option/Settings | Description |
#Arms | Defines the number of radial arms to be used for the pinwheel. |
Size | Defines the outer circumference of the effect. Can be adjusted via the Value Curves options.Twist |
Twist | Controls whether the arms should be straight or twist clockwise or counterclockwise (within the rotation). Can be adjusted via the Value Curves options. |
Thick | Controls the color thickness of each arm. Can be adjusted via the Value Curves options. |
Speed | Controls the speed of the rotation. Can be adjusted via the Value Curves options. |
Offset | Offset of the arm starting location. |
Style | New Render Style or Old Render Style, New Render Style has longer arms. |
Rotation | Defines the direction of rotation i.e. Clockwise or counterclockwise. |
3D | Defines whether the pinwheel should have a 3D or inverted 3D effect. |
X-axis Center | Controls the position of the fulcrum of the pinwheel along the horizontal axis. Can be adjusted via the Value Curves options. |
Y-axis Center | Controls the position of the fulcrum of the pinwheel along the vertical axis. Can be adjusted via the Value Curves options. |
Option/Settings | Description |
Object to Draw | Defines the shape of the object that will ripple. The Circle is the default and the most commonly selected value. A Square, Triangle, Star, Polygon, Heart, Tree, Candy Cane, Snow Flake, Crucifix(Cross), and Present shape can also be selected. |
Movement | Defines the direction of the ripple i.e. Explode (Outwards) and Implode (Inwards). |
Thickness | Controls the thickness of each line of the ripple. Can be adjusted via the Value Curves options. |
Cycle Count | Defines the number of cycles that the shape should explode/implode within the given time frame of the effect. Can be adjusted via the Value Curves options. |
Points | Number of Points/Sides of the Shape, Only available on Star, Snow Flake, and Polygon. |
Rotation | Rotation of the shape. |
3D | Indicates whether the ripple effect should render as is a 3D or 2D effect. |
The shape effect displays different geometric shapes. They are predefined sharps or System Font can be used.
The Piano effect displays a piano keyboard effects where the keys modulate based on the beat and frequency of the sequence audio. In addition to generating the effect using xLights inbuilt capability to process sound waves , you can also use an externally created Polyphonic Transcription notes file or an external midi file.
Set the source to timing track and select the Track from the list of Timing tracks you have generated in the sequence.
Then, expand the view so that you can see the labels of the timing track and change the labels to match the required keys. The label can be the key letter or can be the MIDI value of the key.
You can also specify multiple values in one label and accordingly multiple keys will be depressed.
You can use a value of C# to depress the C# key , C to depress the C key or multiple values such as C F A to depress three keys.
Multiple key formats are supported:
1-127: midi codes
C4 or c#4: note and octave
C or C#: notes (assumed to be 4th octave)
Keys are separated by space, comma or colons.
The Shockwave effect describes a circular object that starts small and expands to a larger circle. The effect can be configured to do the opposite i.e. start as a large circle and shrink to a smaller one.
One or multiple colors can be used for the effect. If multiple colors are used, then as the effect expands or contracts, the circle color will cycle through the selected colors.
The Shimmer effect provides an effect whereby the lights rapidly turn on and off. One or multiple colors can be used for the effect.
The Pictures effect is used to import a supported image type (gif, bmp, jpg etc) and render that image as an effect while also allowing the image to be manipulated and edited within xLights. You will need a image that is to be imported. Save the image as a GIF file and make the background color transparent if you don’t want the original (white) background of the image.
Place the Picture effect in on timing cells that you wish to have the effect on a model. Click on the effect on the grid and amend the parameters as required. First click on the Browse button and navigate to the location of your image, select the image and click open or double click to select the image.
The playback rate is influenced by the length of the effect. So if you change the time length of your effect and have an image that is non stationary, the rate of movement will adjust according to the new time length.
If you move the image that you have used for the picture effect to a different location or delete it, when you next run the sequencer, if the image is not found, an error message will not be displayed, but the picture effect will render a blank image. The only time this won’t happen is if only the drive letter has changed, and the rest of the path is the same.
The Plasma effect generates cycles of changing color to give an illusion of a liquid organic movement effect.
The Strobe effect provides an effect where light particles turn off and on rapidly, but at fixed intervals. One or multiple colors can be used for the effect.
The State effect is similar to the Faces effect, but enables you to have similar functionality for props that are not standard ‘Faces’ - such as Reindeer Coro faces, a seven segment FM ‘Tune to sign’ with a colon and a dot etc (image examples as below):
This effect is somewhat similar to the Faces effects i.e uses many of the same concepts.
However there are a number of differences and therefore this effect can be used when there are a number of ‘non standard’ elements that you wish to control. You can define upto 40 different combinations of channels to turn on and off (each combination via a state setting).
There are pre defined state values to support numbers and color options to cycle through or allocate specific colors to specific number digits.
Create a new Custom Model via the layout tab, named ‘Bruno’ (representing the reindeer image) for this example . Similar to other custom models, create or import the channel setup.
In a second example in this section , a custom model named ‘TuneTo’ has been created (representing the numbers in the Tune To image).
Then click on the State Property, to open up the State definition window.
Click on Add and specify a Name for the State (‘State1’ in this example). From the drop down box , select either Single Range or Node ranges.
You can specify upto 40 different combinations of states along with the channels to be turned on for each state. In the example , ‘wink’ will turn on channels 1,5 and 8 and ‘blink’ will turn on channels 1,2,5,and 8. For this type of effect, any words can be used - just ensure that the same words are used on the timing track and the matching nodes will be turned on.
To can define additional or different combinations by creating a new state definition (say State2) and having another set of upto 40 States defined.
The colors to be turned on, by default are sourced from the model properties, but you can force a specific color to be turned on by selecting the ‘Force Customs Colors’ option which then provides a column to specify the color.
Clicking in a cell in the Color column displays the color palette to pick a color.
Similar to other custom models, create or import the channel setup via the Mode Data attribute of the Model definition.
On the sequencer tab, drop the State effect against the Custom model (Bruno in this example).
Edit the timing track and enter the labels to match the state definitions. In this example, select the timing track ‘New Timing’ , create two timing bars (press lower case ‘t’ with the cursor in the waveform area), then double click on the white horizontal line between the two timing marks and enter the label text (eyesleft, eyesright etc) in the pop up window. Ensure that the text exactly matches one of the states defined.
In the Effects setting window, select ‘State1’ as the state definition, enable and select the Timing Track ‘New Timing’ as the source and select ‘Iterate’ as the Mode.
Similar to the way phonemes work on the Faces effect , this will cause the states ‘eyesleft’, ‘eyesright’ and ‘wink’ to be activated. Iterate causes it to loop around equally for the timespan duration selected for the effect.
You can create multiple Timing tracks and add labels to each track matching the defined states if required. You can also select a specific State to turn on instead of using the Timing track by checking the State attribute and selecting the State value (wink or another from the drop down list).
If you select ‘Default’ as the mode, then the selected states will be activated once (with equal duration).
The Color attribute has the following options:
Graduate will start from the first color selected and then transition to the next color.
Cycle will change color at the end of each timing mark.
Allocate will allocate a color to each state (‘eyesleft’, ‘eyesright’, ‘wink’) and turn that color on when that state is activated. The allocation depends on how many colors you have selected and how many states are defined.
Number is used (for number states) , to turn the matching number on to that color.
In the example of a 7 segment display below, each number has been created as a state and nodes assigned to it.
The ‘Countdown’ mode is used to Countdown from a specific number to zero. Specify the starting number in the label (if 123 was used in the example just above in this mode , then it would count down from 123 to zero).
The ‘Time Countdown’ mode is used to Countdown in seconds from a specific time until the effect duration runs out. Specify the starting time in the label (if 1.30 was used in the example just above in this mode , then it would count down from 1 minute 30 seconds).
In the 4 digit example, States 1 through 0 control the right most digit, States 00 to 90 control the second last digit from the right, 100 to 900 control the 3rd digit from the right and 1000 to 9000 control the first digit.
In the default mode, if you wish to turn on the number ‘123’, then you would specify ‘100,20,3’ (without quotes) in the label on the timing grid.
‘Colon’ and ‘Dot’ represent the colon and dot respectively.
These state names are predefined to work for a seven segment display. The nodes however can be assigned to each State/ Number as required.
The Spirals effect provides different representations of two and three dimensional spirals and helix. One or multiple colors can be used for the effect. However, this effect looks best with at least two colors selected.
The Snowflakes effect paints a picture of falling particles i.e. a similar to snowflakes falling on snow. This effect works best with a single color selected. Multiple colors can be selected and depending on the type of the snowflake either one color or multiple colors will be used.
The Spirograph provides an effect described or formed by rolling a circle inside or outside of another circle. The point is placed at any point on the rolling circle. Only one color can be used for the effect.
r (inner circle Radius) should be <= R (outer circle Radius)
The Video effect enables a video media file to be selected and directly played as a video clip sequence. A video file that will be used for the effect. Supported file types are *.mp4, *.mpg, *.avi, *.mov, *.flv, *.mkv and *.asf files.
If you move the image that you have used for the video effect to a different location or delete it, when you next run the sequencer, if the image is not found, an error message will not be displayed, but the effect will render a blank image. The only time this won’t happen is if only the drive letter has changed, and the rest of the path is the same.
If the Video Effect is appearing as a "Red" video, the video effect cannot find the video file.
The Single Strand effect is an effect that is used to implement chases and other such staggered effects on models that are single dimensional in nature such as house outlines, arches as well as AC models.
The Tendrils effect provides an effect which looks like a twisting threadlike structure.You can think of tendrils as the pattern you would see if you took a piece of string, held it just above a flat surface and moved it around. As you do so the string would move leaving a trail which did not exactly match the movements but was a result of it. The parameters of the tendril effect let you control the movement of the string and how the string behaves.
Only one color can be used for the effect.
The Text effect enables up to 20 lines of text, all individually controlled to be displayed. The content of the text can be static, but can also include countdown timers. Adding a '\n' to the text will display the text following it on a new line.
Option/Settings
In order to stop the text after one cycle, use the "Vector" Movement option and define your vector motion. It will complete that motion in the duration of the effect. This option can also be used to stop text at a particular point on a matrix.
Specific "Keys" can be used to insert Sequence Settings Values into the text effect. These "keys" will replaced with the values specified in the Sequence Settings.
The Tree effect creates a series of zigzag branches against a colored background. This effect is best used against a tree type of model such as a mega tree. The first color selected will be used as the background color for the model (i.e. the mega tree). Subsequent color(s) will be used for each branch.
The Warp Effect is a canvas mode effect. By itself it does nothing. The warp effect distorts the pixels in the layers below it. The Canvas option in Layer Blending must be enabled for it to work.
This Effect using a lot of CPU resources. If it is placed on large model groups, like whole house model groups, it WILL increase render times significantly.
The Twinkle effect provides an effect of individual particles turning off and on slowly or rapidly, similar to the shimmer effect but with a different and more random implementation. One or multiple colors can be used for the effect.
The Fill effect starts from the left, right, bottom or top edge (position) and does a complete fill to the position value.
The position has a Value Curve so you can make it do precise dynamic positioning during the duration of the effect. Select multiple colors to fade (equally) between those colors for the duration of the effect.
The Shader Effects used the computers graphics card to render predefined shader program/algorithm files. This files are commonly used in video games to render graphics. xLights only support a few shader files formats. Known working shader files can be downloaded with the "Download" button. Once a shader file is loaded, additional settings slider could appear related to the shadder. These setting are defined by the shader files itself and change parameters used by the underlying shader program/algorithm. Some shader files require canvas mode to be enabled, hover over the file name and the tooltip will display this information.
If The Shader Effect appears Red, Yellow, or Cyan(Light Blue) on the model, it represents a render issue.
Red: The Shader File cannot be found on disk.
Yellow: The Shader File cannot be compiled. Shadder is a incompatible Shader File format.
Cyan(Light Blue): The computer graphics card does not support OpenGL 3.0 which is required for the shader effect. Verify in xLights the OpenGL setting is set to Auto Detect or OpenGL 3.0. Try upgrading the graphics drivers software and/or graphics card.
The Music effect analyses and displays a representation of the frequency breakdown of the song from the waveform. Select at least two colors.
Replace Key | Sequence Settings Meta Data |
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Option/Settings
Description
Object to Draw
Defines what shape to draw. Options: Circle, Square, Triangle, Star, Polygon, Heart, Tree, Candy Cane, Snow Flake, Crucifix, Present, Emoji
Character
Select Emoji/System Font to use.
Thickness
Shape wall thickness.
Count
Number of shapes drawn at a time.
Start Size
Shape start size.
Random initial shape sizes
Randomize starting shape size.
Velocity
Speed the shape moves across the buffer.
Direction
Direction the shape moves across the buffer. 0 is right movement, 90 is up movement, 180 is left movement, 270 is down movement.
Lifetime
Length of time the shape last for.
Growth
Increase/Decrease of the shapes size over time.
X Center
Starting X location of the shapes center.
Y Center
Starting Y location of the shapes center.
Points
Rotation/sides of the shape, If supported.
Rotation
Rotation of the shape, If supported.
Random Location
Use random start location for the shape.
Random movement
Use random movement for for the shape.
Fade Away
Fade shape over its lifetime.
Hold Color
Hold shape color over its lifetime.
Fire with music
Display shapes based on the music intensity.
Trigger level
Music intensity level to trigger from.
Fire with timing track
Display shapes based on a timing track.
Timing Track
Timing track to trigger shapes from.
Option/Setting
Description
Notes Source
Indicates what the source for generating the Piano effects is.
Options are:
Audacity Timing file, Midi file, xLights generated Polyphonic Transmission or Notes Source.
If Polyphonic transmission is selected, then a window will be displayed and there will be a pause whilst the timings are first generated.
If ‘Audacity Timing file’ is selected, you will be prompted for the location of the Audacity file.
If ‘Midi file’ is selected, you will be prompted for the location of the Midi file.
If Notes Source is selected, then a timing track source can be used (further described after the table). This is the preferred option.
Type
Indicates how the piano keys should be displayed - ‘True Piano’ or ‘Bars’.
Start Midi Channel
The Start and End Midi channels defines the range that the Piano keys should emulate. The wider the range, the more keys are required. 64 corresponds to the ‘Middle C’ key on the Piano.
End Midi Channel
See Start Midi Channels.
Show Sharps and Flats
If selected , then the Sharp and Flat ‘Black’ keys of the piano are shown and played.
Vertical Scale
Used to adjust the height of the effect vertically i.e. lengthen or shrink the effect.
Can be adjusted via the Value Curves options.
Horizontal Offset
Controls the position of the effect horizontally i.e. can be shifted left or right.
File
The name and location of the polyphonic transmission label file or Midi file if one of these have been selected as the source.
Track
If a Midi file is selected , a list of Tracks that the file contains is displayed. You can select one of them or All (in which case the tracks are merged).
Midi Start Time Adjust
If a Midi file has been selected , this attribute can be used to adjust the synchronisation of the midi file to the song being sequenced in case they are slightly off from each other.
Midi Speed Adjust
If a Midi file has been selected , this attribute can be used to adjust the tempo (increase or slow down). It is used to try to match tempos of the songs.
Option/Settings
Description
Center X, Y
Controls the center of the effect. Moving either value changes the horizontal or vertical axis position.
Radius 1, 2
Controls the size of the circle effect by changing the starting or ending radius values. If the Radius 2 value is set to be > than the Radius 1 value, then the effect will contract inwards rather than expand outwards.
Width 1,2
Controls the amount of the colored component of the effect and the rest of the black background component.
Acceleration
Controls the speed at which the effect expands and contracts.
Blend Edges
If selected, the circle colors will have a fuzzy look. If not selected the edges of the circle will have a sharp look.
Option/Settings
Description
Duty Factor
Defines what percentage of the total cycle the lights will shimmer on. For the rest of the time in the cycle, they will be off. Can be adjusted via the Value Curves options.
Cycle Count
Defines the number of cycles (shimmer on, followed by an off period) that will be repeated in the timeframe of the effect. Can be adjusted via the Value Curves options.
Use All Colors
If checked, then the Shimmer effect generates a pulse rather than a shimmer with the selected colors pulsing off and on in sequence.
Option/Settings
Description
Movement
Controls how the image will move across the model layout.
In addition to directional options such as left, right, wiggle etc, there are a number of special options, such as peekaboo, flag wave.
Movement Speed
Controls how fast the image moves across within the effect timeframe.
Frame Rate Adj
When using the pictures effect to play an GIF, this setting is used to set the playback speed if needed to speed up or slow down the playback.
Offset in Pixels
Used to specify exact number of pixels rather than % for the start and end positions offset.
"No Scaling" Image file will not be resize and excess pixels will be chopped off.
"Scale to Fit" Image file will be resize to your model. Vertical and horizontal dimension will be scaled independently.
"Scale Keep Aspect Ratio" Image file will be resize to your model but the dimension are scaled together to keep the original aspect ratio.
Shimmer
Fade in and out random pixels in the image.
Loop Animated GIF
Replay GIF animation, if GIF is shorter than effect length.
Suppress GIF Background
Remove GIF background color and make it transparent.
Transparent Black
Allow black pixel to be transparent. Slider adjust at what level "black" becomes transparent.
Start Position: (x,y)
Sets the position of the image if it does not need to be centered on the model.
Start Position: (wrap x)
Used to bound the picture image within the model. Defines and controls the coordinates of the ‘bottom left’ start corner.
End Position: (x,y)
Used to bound the picture image within the model. Defines and controls the coordinates of the ‘top right’ end corner.
Start Scale
Set the starting position scale (0 - 1000%) independently of the start position.
End Scale
Set the ending position scale (0 - 1000%) independently of the end position.
Option/Settings
Description
Color Choice
Normal or 4 other preset values. if Normal is selected, then one or more colors from the palette can be used to define the colors of the effect.
Add Twist to Effect
Defines how much the components of the movement i.e the ripple, twists.
Line Density
Controls the thickness of each line of the ripples within the effect.
Speed
Controls the rate of change of the ripple movement within the effect.
Can be adjusted via the Value Curves options.
Option/Settings
Description
Number of Strobes
Controls the number of particles that form part of the strobe effect.
Strobe Duration
Controls the duration of the particles being on; as a result affects how quickly or slowly the particles turn off and on.
Strobe Type
Unused at this stage.
Reacts to Music
If selected - will cause the effect to grow with the intensity of the music.
Option/Settings
Description
Palette Red
Defines the number of times (between one and five) that the selected colors are repeated during the duration of the effect. Can be adjusted via the Value Curves options.
Spiral Wraps
Controls the vertical orientation of the spiral. A value of zero is used for vertical lines and the spirals can be adjusted to lean towards either direction. Can be adjusted via the Value Curves options.
Thickness
Controls the thickness of the strands of the spiral. Can be adjusted via the Value Curves options.
Movement
Controls both the speed and direction that the spirals will move. Can be adjusted via the Value Curves options.
Blend
If set, then all the colors selected are blended together in each strand of the spiral. If not set, then each strand uses a different color.
3D
If checked, will provide a 3D type of effects.
Grow
The width of each spiral will grow slightly per cycle as it spins.
Shrink
The width of each spiral will shrink slightly per cycle as it spins.
Option/Settings
Description
Max Flakes
Defines the relative % of flakes that should be used for the effect from a small number to a large number.
Type
Up To nine different forms of flakes can be generated.
Speed
Controls the speed at which the flakes descend.
Falling
Defines the trajectory of the snowflakes and also whether the whether the snowflakes accumulate at the bottom of the effect or disappear.
Option/Settings
Description
Speed
Defines the speed at which the spirograph will move.
Can be adjusted via the Value Curves options.
R - Radius outer circle
This defines the radius of the outer or fixed circle that is used to calculate the spirograph movement.
Can be adjusted via the Value Curves options.
r - Radius of inner circle
This defines the radius of the inner or moving circle that is used to calculate the spirograph movement.
Can be adjusted via the Value Curves options.
d - Distance
Defines the offset distance of the point of the spirograph that is used to calculate the spirograph movement.
Can be adjusted via the Value Curves options.
d - Animation
Defines the level of animation or movement of the spiral away from the axis. A higher value will cause the spiral to expand outwards.
Can be adjusted via the Value Curves options.
Length
Defines the length of the expansion of the animation.
Can be adjusted via the Value Curves options.
Option/Settings
Description
Video Location
Identifies the name and location of the video file to be played.
Start Time
Defines the point in the video at which the effect should start playing. The default is to start from the beginning.
Duration
Length of the video file.
Duration Treatment
"Normal" will play the video once for the duration specified. If the length of the video is less than the duration, the effect will appear blue until the end duration.
"Normal No Blue" will play the video once for the duration specified. If the length of the video is less than the duration, the effect will appear blank until the end duration.
"Loop" will loop to the beginning and play the video again if it ends before the duration of the effect.
"Slow/Accelerate" will adjust the video speed to fit the duration.
"Manual" allows you to manually set the video length with the duration text box.
"Manual and Loop" allows you to manually set the video length with the duration text box and then will loop the video.
Speed
Speed up the video speed.
Maintain Aspect Ration
If selected , then the video aspect ratio (16:9 or 4:3) will be used, else the effect will attempt to change the aspect ratio to better match the model dimensions.
Use sequence audio file as video file and synchronize
If using a video file as the sequence audio track, this options will use this file to display the video.
Crop
Trim the size of the video's resolution.
Transparent Black
Allow black pixels to be transparent. Slider adjust at what level "black" becomes transparent.
Option/Settings | Description |
Bars | Controls the number of bars to be used for the effect. |
Type | Controls the type of Waveform that is displayed. Options are: "Spectrogram" visual representation of the audios frequencies. Bends color pallet values together based on audio level. "Spectrogram Peak" same a "Spectrogram" but used last color pallet option to draw a peak line. "Spectrogram Line" line that represents the audios frequencies levels. "Spectrogram Circle Line" uses circles to represents the audios frequencies levels. "Volume Bars" draws bars based on audio levels. "Waveform" Displays the audio waveform. "Frame Waveform" Displays the audio waveform only using the current frame of audio. "On" will shows brightness equivalent to the volume of music "Color On" will change color (from the palette) as the intensity of the music increases. "Dominant Frequency Colour" chooses the colour based on the dominant frequency. Start and End Notes are used to set the frequency range. "Dominant Frequency Colour Gradient" same as previous but will blend the colors. "Intensity Wave" Scrolls vertical bars across with brightness based on the music intensity. "Pulse" Fade In and Out a Color based on the timing marks. "Level Bar" Scrolls a vertical bar across with movement based on audio level. "Level Color" Cycles panel colors based on the audio level. "Level Pulse" pulses when the audio gets above a certain level. "Level Jump" The effect with "jump" to the audio level when the sensitivity level is crossed by the audio level. "Level Jump 100" The effect with "jump" to 100 percent when the sensitivity level is crossed by the audio level. "Level Pulse Color" pulses when the audio gets above a certain level and changes colors with each pulse. "Level Shape" display the selected shape with a size that adjusts based on the audio level. "Timing Event Bar" Scrolls a vertical bar across with each timing mark. "Timing Event Bars" Display multiple bars that shift with each timing mark. "Timing Event Spike" Sweeps a vertical bar across with each timing mark. Single Color "Timing Event Sweep" Sweeps a vertical bar across with each timing mark. Blends All the color pallet options. "Timing Event Sweep 2" Sweeps a vertical bar across with each timing mark. Sliced bar based by the color pallet options. "Timing Event Timed Sweep" Sweeps a vertical bar across with each timing mark. Speed is based on timing mark spacing. Blends All the color pallet options. "Timing Event Timed Sweep 2" Sweeps a vertical bar across with each timing mark. Speed is based on timing mark spacing. Sliced bar based by the color pallet options. "Timing Event Alternate Timed Sweep" Sweeps a vertical bar across with each timing mark. Will bounce back and forth. The full bar with disappear off the buffer before the "bounce" occurs. Blends Sliced bar based by the color pallet options. "Timing Event Alternate Timed Sweep 2" Sweeps a vertical bar across with each timing mark. Will bounce back and forth. The bar will "bounce" when it touched edge of the buffer. Blends Sliced bar based by the color pallet options. "Timing Event Color" will change color based (from the palette) triggered on the timing of the Timing Track selected. "Timing Event Jump" will cause a "jump" at each event (i.e. bars/beats) of the timing track selected based on the audio level. "Timing Event Jump 100" will cause a Spike at each event (i.e. bars/beats) of the timing track selected but will fill the full vertical resolution. "Timing Event Pulse" pulses based on the timing marks using a single color. "Timing Event Pulse Color" pulses based on the timing marks and cycling through the color on each pause. "Note On" will shows brightness based on the note range intensity. "Note Level Pulse" will turn on a color (i.e pulse) when the note range crosses the sensitivity level and then quickly fade out. "Node Level Jump" The effect with "jump" to the audio level when the sensitivity level is crossed by the audio level. "Node Level Jump 100" The effect with "jump" to 100 when the sensitivity level is crossed by the audio level. "Note Level Bar" Sweeps a vertical bar across when the note range crosses the sensitivity. |
Timing Track | Defines the timing track from the sequence against which the effect will be generated. This is only available for some types of effects as in other cases the effect is generated off the audio level or audio spectrum. |
Sensitivity | Controls the threshold level of the music at which the effect gets triggered. The effect will last as long as the intensity is above the threshold. |
Gain | Gain for effects movement level. |
Shape | Enabled when the Type attribute is ‘Level Shape’. Options are: Circle, Square, Diamond, Star, Tree, Crucifix, Present, Candy Cane, Snowflake, Heart. Filled or Unfilled. |
Show Down Falls | Averages audio levels to smooth out shape size and spectrogram height. |
Start Note, End Note | Controls (narrows) the range of notes (MIDI values) that are used for the effect i.e notes outside this range will be filtered out. Useful to filter out the bottom notes or the top notes in different songs. Value 60 corresponds to ‘Middle C’ . |
Logarithmic X axis | Use Logarithmic X axis for bar spacing. This will better even out the auto waveform on the low frequency end. |
Horizontal Offset | This attribute adjusts the center of the effect horizontally. |
Vertical Offset | This attribute adjusts the center of the effect vertically. Can be adjusted via the Value Curves options. |
Option/Settings | Description |
Chase: Colors | Defines whether the Rainbow collection of colors is to be used for the effect or whether colors are to be selected from the Palette. If Palette is selected, then the colors used will be the ones selected via the Color window for the effect. |
Chase:Number of Chases | Defines the number of chases. Can be adjusted via the Value Curves options. |
Chase: Chase Size | Defines the size of the chase effect as a percentage of the total length of the model that will be on during the chase. Can be adjusted via the Value Curves options. |
Chase: Cycles | Defines the number of cycles of the chase that will execute during the timeframe. Can be adjusted via the Value Curves options. |
Chase: Chase Types | Defines the direction and type of the chase Left-Right, Right-Left, Bounce from Left etc. |
Chase: 3D Fade | Indicates whether a 3D effect should be applied to the chase. |
Chase: Group All Arches | When set, will synchronize the chase effect across multiple elements in an Arches model. |
Skips: Band Size | Defines the relative size (from one to twenty) of the strand that will be on. Used in conjunction with the Skip Size. |
Skips: Skip Size | Defines the relative size (from zero to twenty) of the strand that will be off. Used in conjunction with the Band Size. Examples: A Band Size of 1 and Skip Size of zero will have the entire effect on. A Band Size of 1 and Skip Size of 1 will have half the effect on and half off. A Band Size of 2 and Skip Size of 1 will have half the effect on for two units and off for one unit. |
Skips: Starting Position | Used to define the starting position of the first part of the strand that will be on. Advancing this value advances the component of the strand that will first turn on. |
Skips: Number of Advances | This defines the relative value of the number of units that the effect will skip before turning on. A value of zero will force the effect to be stationary in one position. |
Skips: Direction | Defines the direction of the skip i.e. Left, right, From Middle or To Middle. |
Option/Settings | Description |
Movement | This describes how the end of the string is being moved. Available movements include:
|
Tune Movement | The tune movement slider adjusts the current movement. This works differently for each movement.
Can be adjusted via the Value Curves options. |
Thickness | This is how thick the string is. By default it is just 1 pixel wide. Can be adjusted via the Value Curves options. |
Friction | Friction is how much the surface resists the string moving. When set low friction is high and the string won’t move much. When set high the string will wildly flap about. |
Dampening | Controls how quickly the string will try to resume being in line with the tail point. When set low it will come back quickly. When set high it can take a long time to align. |
Tension | This behaves much like dampening. Set low and the tail of the string will tend to stay still and only the moving end will move much. |
Trails | The effect can draw multiple lines (not just the one). On low resolution displays or when thickness is set high it won’t be seen. On higher resolution displays, if you set this to higher numbers, you will see the tendril fray into multiple related lines like a partially unravelled rope. |
Length | This is how long the string is. By default it is 60 segments long. |
Speed | This enables you to lower the frame rate. 10 is full speed. Anything lower may make the movement slower and jerkier |
Horizontal, Vertical Offset | Enables adjustment to the starting position of the effect horizontally and/or vertically. Can be adjusted via the Value Curves options. |
Manual X, Y | Controls the X and Y positions of the effect. Can be adjusted via the Value Curves options. |
Option/Settings | Description |
Text | Contains the text that is to be displayed for the line. |
From File | Set Text to be displayed from a local file. |
From Lyrics | Set Text to be displayed from a Lyric Track. |
Font | Defines the font that is to be used for the text. Click on the attribute to open up a window where the type of font, style, size, color and other related attributes can be defined. |
XL Font | Use an OS defined font or Select one of the xLights defined fonts. The xLights defined fonts are intended to match LOR SuperStar and may look better on models with lower pixel density. |
Movement / C | Defines the direction of the movement of the line of text. One of several options are possible such as Left, Right, Down, None, etc. If the box next to the Movement setting i.e. ‘C’ is checked, then the text will reach the center and stop. When the Vector option is selected, the Start Position and End Position tabs at the bottom are used to adjust the motion. 0,0 is the middle position. It defaults to offsetting with the values being percentages of the model size but if you check the Offsets in Pixels box it becomes number of pixels. |
Speed | Controls the speed at which the line of text moves. |
Effect | Controls the layout of the line of text. The default is ‘Normal’, however other options to rotate the text at different angles are possible. |
Count down | Defines whether the line of text is to be used as a Countdown Timer. The default value is ‘None’ indicating that it is not a Countdown Timer effect. For a count down effect, the following options are possible and count down will be based from the time the effect is rendered or finally saved and not from when it is executed in the sequence. The concept of the count down timer stems from New Year’s Eve countdown displays. If one knows exactly when the countdown will start, then setting this to an appropriate date/time is a non-issue. The date/time must conform the the RFC822 standard format. Properly formatted examples are: Fri, 25 Dec 2015 00:00:00 +0100 Fri, 25 Dec 2015 00:00:00 EST Fri, 25 Dec 2015 00:00:00 MST Fri, 25 Dec 2015 00:00:00 -0800 <b></b> These must be specified in the Text field without any quotes. seconds 100 Will execute a 100 second countdown In the following examples ‘+0100’ refers to your time +GMT hours. Change accordingly. Or you can use GMT, EST etc. to date ‘d h m s’ Fri, 25 Dec 2015 00:00:00 +0100 Will display 33d 3h 38m 14 to date ‘h:m:s’ Fri, 25 Dec 2015 00:00:00 +0100 Will display 3h 38m 14 - the time is calculated to the next day in hours, mins, secs to date ‘m’ or ‘s’ Fri, 25 Dec 2015 00:00:00 +0100 Will display 217m - the time is calculated to the next day in minutes to date ‘s’ Fri, 25 Dec 2015 00:00:00 +0100 Will display 13011 - the time is calculated to the next day in seconds !to date !%tofmt !Fri, 25 Dec 2015 00:00:00 +0100!%D Will display 133 |
Position | This setting is used to adjust the initial position of the text. Either the vertical (Y) or the horizontal (X) position of the text is adjusted, depending on the value of the ‘Movement’ setting. For a value of ‘None’ or a horizontal movement such as Left / Right, adjusting the setting will move the initial position of the text vertically. Only the first line of text can be controlled vertically and horizontally. The other lines have a horizontal control only. You can however use multiple Layers each with one or more text lines if required. |
${TITLE} or ${SONG} | Song |
${ARTIST} | Artist |
${ALBUM} | Album |
${FILENAME} | Media File Name |
${AUTHOR} | Author |
${AUTHOREMAIL} |
${COMMENT} | Comment |
${URL} | Music URL |
${WEBSITE} | Website |
Option/Settings | Description |
Number Branches | Defines how many individual branches are created for the effect. |
Speed | Controls the speed at which the lights of the branch move across the effect. |
Show Tree Lights | Show lights on tree branches. |
Option/Settings | Description |
Warp Type | Defines the type of Warp to use. "water drops" Adds ripples simulation a stone falling in a lake. "dissolve" pieces of the underlying effect disappear and reappear over time. "circle reveal" underlying effect fades in/out with a circular pattern. "banded swirl" mix the underlying effect, like mixing colors in water. "ripple" bounce the underlying effect up and down like it was laying on a trampoline. "single water drop" Adds ripple simulation a single water drop. "circular swirl" mix the underlying effect, with a circular pattern. "drop" underlying effect 'melts' downward. "wavy" Move the underlying effect to simulate a flag waving in the wind. "sample on" Sample one pixel from the underlying effect. The X,Y slider control the X,Y location of the pixel to sample. |
Treatment | "Constant" repeat the effect over and over. "In" Preform the effect once with the "In" direction. "Out" Preform the effect once with the "Out" direction. |
X | X screen location of the effect. |
Y | Y screen location of the effect. |
Cycle Count | If "Constant" treatment is enabled, this specified the number of times the effect repeats. |
Speed | Adjust the speed of the effect |
Frequency | Adjusts the rate the "ripple" and "banded swirl" manipulate the effect. |
Option/Settings | Description |
Wave Type | Defines the type of waveform to be generated by the effect: Sine, Decaying Sine, Square, Triangle, Fractal/Ivy. |
Fill colors | Defines the color of color selection to be used for the waveform. If ‘None’ is selected, only the first color selected is used. If ‘Palette’ is selected, then the colors selected from the color palette are used. If ‘Rainbow’ is selected, then the colors selected from are from the rainbow palette. |
Mirror Wave | If this setting is selected, a mirror image of the waveform is also generated. |
Number of Waves | Controls the formation of the speed at which the waves are formed. Can be adjusted via the Value Curves options. |
Thickness of Wave | Controls the thickness of the waveform. If multiple colors have been selected, as the thickness increases, then the different colors form part of the waveform. For a thin wave, the first color selected is used. Can be adjusted via the Value Curves options. |
Scale Height of Wave | Defines the height of the waveform. Can be adjusted via the Value Curves options. |
Speed | Controls the speed at which the wave moves across in the specified direction. Can be adjusted via the Value Curves options. |
Wave Direction | Defines whether the wave moves from Left to Right or Right to Left. |
Y Offset | Adjust the Y location of the wave on the screen. |
Option/Settings | Description |
Number Lights | Defines and changes the number and pattern of the lights twinkling from a scattered pattern, to lights closely aligned, to an intense pattern. |
Twinkle Steps | Controls the speed and accordingly the smoothness with which the colors of the lights change. |
Strobe | If selected, will generate a strobe like effect to the twinkle. |
Re-Randomize after Tinkle | When multiple colors are selected and option checked, the effect randomizes the colors displayed versus being in a defined order. |
Option/Settings | Description |
Position value | Fill Height, 0 - 100%. Can be adjusted via the Value Curves options. |
Band Size | Controls the proportion ( % wise) of the total length of the effect that the pixels will light up. |
Skip Size | Controls the proportion (% wise) of the total length of the effect that will be skipped by the pixel color ie will be dark. |
Offset | Adjusts as a %, the center point of the offset for the fill effect. |
Offset in Pixels | Used to specify exact number of pixels rather than % for offset. |
Change Color based on Time | Fade Color Pallet selections over time. |
Direction | Determines the direction that the effect starts and ends. |
Up | Starts at bottom and moves up. |
Down | Starts at top and moves down. |
Left | Starts at right and moves left. |
Right | Starts at left and moves right. |
Option/Settings | Description |
Shader File | Location on Disk of the shader file. |
Lead in frames | Number of Frames to skip before displaying the effect. |
Time Speed | Speed of the Shader. Positive for Forward Time, Negative for Backwards Time. |
Option/Settings | Description |
Bars | Controls the number of bars that are displayed for the effect. The bars displayed is also influenced by the range of notes selected. |
Type | Separate - Color bars starts in the middle and separates out. Morph - starts at the bottom and goes to the top. (Use layer settings to change/rotate direction). Bounce - Similar to Morph , but bounces after each completion. Collide - Color bars starts at the outside and move inwards. On - The bar comes on and fades away. |
Start, End Note | Controls (narrows) the range of notes (MIDI values) that are used for the effect i.e notes outside this range will be filtered out. Value 60 corresponds to ‘Middle C’ . |
Sensitivity | Controls the threshold level of the music at which the effect gets triggered. The effect will last as long as the intensity is above the threshold. Increasing the sensitivity raises the threshold and therefore reduces the effects. |
Offset | Enables the effect to be moved horizontally to the left or right. Useful if you wish to layer another effect offset in the other direction. Can be adjusted via the Value Curves options. |
Scale Bars | If selected, will cause the bars to be spread out (i.e scaled across the whole effect spectrum). |
Note Scaling | If selected , will increase activity of All/Individual notes in quiet areas of the song. Using scaling makes effects trigger easier. Options:
|
Color | Changes the way that the colors are rendered . Options are Distinct , Blend or Cycle. For the Cycle option, the first time the note is triggered, the first color of the palette will be selected, the next time the second color etc as the colors are cycled through. |
Fade | Controls whether the effect fades over it duration. |
Logarithmic X Aris | Change the x-axis scale to logarithmic. This will better even out the auto waveform on the low frequency end. |
The Servo Effect is intended to drive server motors. Select the DMX channel to use and the value. It supports both 8 bit and 16 bit values. 16 bit will use two channels of data.
The Snow Storm effect paints a picture of particles blowing i.e. a similar to an ice or dust storm. One or multiple colors can be used for the effect.
Option/Settings
Description
Max Flakes
Defines the relative % of particles that should be used for the effect from a small number to a large number.
Trail Length
Defines and controls the length of the trail that the particles leave before fading out.
Speed
Controls the speed at which the flakes descend.