arrow-left
All pages
gitbookPowered by GitBook
1 of 56

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Loading...

Duplicate

Copy Effect Data from another model. Each Individual Layer has to be "duplicated" to reproduce all the effects across two models.

Guitar

Off

Icon
Sequencer Grid

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.

circle-check

You can use fade in/out with off.

circle-check

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.

Adjust

Used Canvas mode to offset channel values. Can be used to offset DMX channel values.

Adjustment

Color Wash

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.

Glediator

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.

circle-check

Built-in Effects

Set Minimum

Set Maximum

Set Range

Shift With Wrap By Value

Shift With Wrap By Percentage

Prevent Range

Reverse

None

Adjust By Value

Adjust By Percentage

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

Count

Icon
Sequencer Grid

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.

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.

Icon
Sequencer Grid

Option/Settings

Description

Transparent

Make the Off Effect Transparent, Use this with the Canvas Mode.

Butterfly

Icon
Sequencer Grid

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.

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

circle-check

Butterfly style #2 generates radial patterns that look great on round models such as snowflakes, stars, globes, etc.

circle-check

The effect can be repeated on the same model with different colors, directions or timings, using layers and offsetting the position on the model.

Candle

Icon
Sequencer Grid

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.

Options/Settings

Description

Flame Agility

Changes how "fast" the flame flickers.

Wind Baseline

DMX

Icon
Sequencer Grid

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.

Option/Settings

Description

Channels 1-16

circle-check

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.

hashtag
Remap DMX Channels

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.

circle-info

DMX Scaling Video

Snow Storm

Icon
Sequencer Grid

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

Twinkle

Icon
Sequencer Grid

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.

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

Circles

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.

Spirograph

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.

Fire

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.

Kaleidoscope

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.

Plasma

The Plasma effect generates cycles of changing color to give an illusion of a liquid organic movement effect.

Moving Head

hashtag
Position Tab

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.

Shader

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.

Servo

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.

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.

circle-check

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.

circle-check

Place the Circles effect on a star and select the Radial option to obtain a nice looking effect.

Option/Settings

Description

Number of Circles

Icon
Sequencer Grid

Number of circles that displays on a model.

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.

circle-info

r (inner circle Radius) should be <= R (outer circle Radius)

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

Icon
Sequencer Grid

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.

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

Height

Defines the ‘length’ or height of the flames.

Can be adjusted via the Value Curves options.

Hue Shift

Icon
Sequencer Grid

Defines the color of the flame.

Can be adjusted via the Value Curves options.

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

Kaleidoscope Type

Set Square or Triangle.

Icon
Sequencer Grid

Center X

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

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.

Icon
Sequencer Grid
hashtag
Pathing Tab

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.

hashtag
Control Tab

hashtag
Color Tab

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.

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.

circle-exclamation

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.

Option/Settings

Description

Shader File

Icon

Location on Disk of the shader file.

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.

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

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.

https://youtu.be/tbT8DxhRag0arrow-up-right

Defines and controls the length of the trail that the particles leave before fading out.

Speed

Controls the speed at which the flakes descend.

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.

Icon
Sequencer Grid

Fireworks

Icon
Sequencer Grid

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.

Option/Settings

Description

Number of Explosions

circle-check

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.

Galaxy

Icon
Sequencer Grid

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.

Fill

Icon
Sequencer Grid

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.

Option/Settings

Description

Position value

Curtain

Icon
Sequencer Grid

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.

Option/Settings

Description

Curtain edge

circle-check

You can use the curtain effect layered with any other effect as a mask to reveal the other effect.

Shockwave

Icon
Sequencer Grid

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.

Garlands

Icon
Sequencer Grid

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.

Option/Settings

Description

Garland Type

Shimmer

Icon
Sequencer Grid

The Shimmer effect provides an effect whereby the lights rapidly turn on and off. One or multiple colors can be used for the effect.

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

Snowflakes

Icon
Sequencer Grid

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.

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

Bars

The Bars effect creates straight edged multiple color bars that move across a model. The edges may be hard, highlighted or 3D (soft).

Marquee

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.

Life

The Life effect simulates the Game of Life cellular automation model. One or multiple colors can be used for the effect.

circle-info

From Wikipedia:

The universe of the Game of Life is an infinite, two-dimensional

Pinwheel

hashtag
Pinwheel

The Pinwheel effect generates a rotating pinwheel arrangement or radial rays type of effect.

Ripple

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.

Spirals

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.

Strobe

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.

Lines

This is the Lines effect. It was inspired by the Mystify Screensaver in Windows.

Tree

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.

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.

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

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.

circle-check

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).

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

Icon
Sequencer Grid

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.

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.

Option/Settings

Icon
Sequencer Grid

Description

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
, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
  1. Any live cell with fewer than two live neighbours dies, as if by underpopulation.

  2. Any live cell with two or three live neighbours lives on to the next generation.

  3. Any live cell with more than three live neighbours dies, as if by overpopulation.

  4. 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 functionarrow-up-right of the preceding one. The rules continue to be applied repeatedly to create further generations.

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.

Icon
Sequencer Grid
orthogonalarrow-up-right
neighboursarrow-up-right

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.

Icon
Sequencer Grid

Option/Settings

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.

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

Icon
Sequencer Grid

Defines the direction of the ripple i.e. Explode (Outwards) and Implode (Inwards).

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

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

Icon
Sequencer Grid

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.

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

Number of Strobes

Controls the number of particles that form part of the strobe effect.

Strobe Duration

Icon
Sequencer Grid

Controls the duration of the particles being on; as a result affects how quickly or slowly the particles turn off and on.

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

Lines

Number of lines.

Points

Number of points on each line.

Icon
Sequencer Grid

Show Tree Lights

Show lights on tree branches.

Option/Settings

Description

Number Branches

Defines how many individual branches are created for the effect.

Speed

Icon
Sequencer Grid

Controls the speed at which the lights of the branch move across the effect.

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.

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.

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.

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.

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.

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.

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.

Morph

hashtag
Morph

Icon
Sequencer Grid

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.

circle-check

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.

Music

The Music effect analyses and displays a representation of the frequency breakdown of the song from the waveform. Select at least two colors.

Liquid

hashtag
Liquid

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.

Fan

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.

Piano

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.

Video

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.

Wave

hashtag
Wave

The Wave effect generates a waveform effect across the model. Different types of waveforms are possible as described below. One or multiple colors can be used for the effect.

Meteors

The Meteors effect generates a number of meteor like streaks of color.

Warp

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.

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/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

Can be adjusted via the Value Curves options.

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:

  • None: Notes aren’t scaled.

  • Individual notes: Each notes is scaled such that every note will reach 100% at some time during the duration of the effect.

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.

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

Icon
Sequencer Grid

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.

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.

http://google.github.io/liquidfun/arrow-up-right
Icon
Sequencer Grid
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.

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.

circle-check

Playing with the radius values i.e. making radius 2 less than radius 1 can provide some interesting effects.

circle-check

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.

Icon
Sequencer Grid

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.

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.

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.

Icon
Sequencer Grid

Type

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.

triangle-exclamation

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.

circle-exclamation

If the Video Effect is appearing as a "Red" video, the video effect cannot find the video file.

Option/Settings

Description

Video Location

Identifies the name and location of the video file to be played.

Start Time

Icon
Sequencer Grid

Defines the point in the video at which the effect should start playing. The default is to start from the beginning.

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.

Icon
Sequencer Grid

Option/Settings

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/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.

Icon
Sequencer Grid

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.

triangle-exclamation

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.

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

Icon
Sequencer Grid

"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.

State

Icon
Sequencer Grid

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.

hashtag
Definition

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.

Faces

Icon
Sequencer Grid

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.

Option/Settings

Description

Phoneme

hashtag
Color Pallet

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.

Pallet Color
Face Nodes

VU Meter

hashtag
VU Meter

The VU Meter effect displays a volume meter type of effects that responds to the sound level of an audio track. Each bar represents a note on the scale and the height of each bar represents the intensity.

Single Strand

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.

Shape

The shape effect displays different geometric shapes. They are predefined sharps or System Font can be used.

Tendrils

hashtag
Tendril

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.

6th Pallet Color

Eyes Open3/Close3 Nodes

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

Singing Faceschevron-right

All notes: Notes are scaled such that one note will reach 100% at some time during the duration of the effect.

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.

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.

Icon
Sequencer Grid

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

Icon
Sequencer Grid

Description

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/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.

Icon
Sequencer Grid
Only one color can be used for the effect.

Option/Settings

Description

Movement

This describes how the end of the string is being moved. Available movements include:

  • Random - The string on each frame is randomly moved somewhere else on the model. This creates dramatic but random movements.

  • Square - The string is moved around the edge of the model from corner to corner anti-clockwise.

Tune Movement

The tune movement slider adjusts the current movement. This works differently for each movement.

  • Random - Tunes how far each random movement is. Smaller means smaller movements.

  • Square - Tunes how many steps the string takes moving from one corner to the next. Larger numbers make the movement slower

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.

Icon
Sequencer Grid

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.

Pictures

On

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.

"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.

Circle - The string is moved around the centre of the model in a circle clockwise.
  • Horizontal Zig Zag - the string is dragged left to right and back again across the model slowly moving up and down the model. With the right settings this can almost look like a spiral tree.

  • Horizontal Zig Zag Return - As per Horizontal Zig Zag , but the string drops down straight to the starting point at the end of the zig zag.

  • Vertical Zig Zag Return - As per Vertical Zig Zag , but the string returns straight to the starting point at the end of the zig zag.

  • Music Line - The string is moved left and right across the model with the vertical movement determined by the intensity of the associated music in that frame.

  • Music Circle - The string is moved in a circle clockwise with the distance the string is from the center of the circle determined by the intensity of the associated music in that frame.

  • Circle - Tunes how many degrees the string takes moving around the circle. Larger numbers make the movement faster.
  • Horizontal Zig zag - Tunes the number of zig zags on each traversal of the model. Large numbers reduce the number of traversals.

  • Vertical Zig zag - Tunes the number of zig zags on each traversal of the model. Large numbers reduce the number of traversals.

  • Music Line - Tunes the speed the line travels left and right across the model. Large numbers speed up the line.

  • Music Circle - Tunes the speed the line travels around the circle. Large numbers speed up the line.

  • Speed - This allows you to lower the frame rate. 10 is full speed. Anything lower will make the movement slower and jerkier.

  • Can be adjusted via the Value Curves options.

    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.

    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.

    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.

    circle-check

    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.

    triangle-exclamation

    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.

    Icon
    Sequencer Grid

    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.

    circle-check

    A start intensity of 0% and ending of 100% will result in a ramp up, opposed to an ON with hard edges.

    circle-check

    Click on the "Shimmer" to get a shimmer effect.

    Options/Setting

    Description

    Start Intensity

    Start Intensity of On Effect.

    Icon
    Sequencer Grid

    Text

    hashtag
    Text

    Icon
    Sequencer Grid

    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

    circle-check

    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.

    hashtag
    Text Replace

    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.

    Replace Key
    Sequence Settings Meta Data

    Lightning

    Icon
    Sequencer Grid

    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.

    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

    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

    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.

    ${AUTHOREMAIL}

    Email

    ${COMMENT}

    Comment

    ${URL}

    Music URL

    ${WEBSITE}

    Website

    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.

    ${TITLE} or ${SONG}

    Song

    ${ARTIST}

    Artist

    ${ALBUM}

    Album

    ${FILENAME}

    Media File Name

    ${AUTHOR}

    Author

    Movement / C

    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

    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