Pighaus Games Docs

Effect settings

Every setting on a Blendable Effect asset, band by band, with what it starts at and what it takes, and every choice the dropdowns offer.

The panel shows a setting only when the chosen look uses it, so an effect's panel is far shorter than this page. The Tuning band holds each look's own settings: they're listed with their looks on The looks.

Look#

What it draws, and the settings every look shares or a few looks read. A setting only shows on the panel when the chosen look uses it.

SettingWhat it doesStarts atTakes
LookWhat it looks like on screenFadeany of the looks
ColourThe colour it covers with: a fade's, the bars', an iris's, a burn's edge, an echo's tint, a light leak's warmth, a shutter's blades, the film's frame line, a halftone's ink, a two-colour invert's darks (its lights for a negative), what's behind a lens swap's glass and around a glass lens (its alpha how much of it shows there, 0 leaving the picture), a mirror shutter's metal, an impact frame's ink, a flash's lightblack
Second ColourA second colour: a two-colour invert's lights (its darks for a negative), the paper behind halftone dots, old film's tint, the lamp behind a projector slide, the light through a film burn, a dream's haze, the light a lens swap's or glass lens's glass or a mirror shutter's edges catch, an impact frame's paper, a flash's rays and ring. White is no tint.white
Clip-On ColourFor night vision with a thermal clip-on: the colour it draws what's warm in, its outlines and the rest, over the tube's own picture as a fused goggle does. Orange stands out against green or white phosphor. With Clip-On Shows set to Through The Tube, it shows in the phosphor's colour instead.RGBA 1, 0.42, 0.06, 1
ToneFor an invert: a negative, or the picture in two coloursNegativeNegative, Negative In Two Colours, Two Colours, Stencil
ContrastFor an invert: the contrast about mid grey, 1 as it is, more to push the lights and darks apart, less to draw them together10 or more (the slider runs to 3)
StrengthHow far the look goes at its peak: a blur's width, a split's distance, a whip's streaks, how brightly a wipe or dissolve from the old shot burns at its edge, how hard a lens swap's or a glass lens's glass bends and splits the colours at its rim, how high a mirror shutter's mirror bounces, how hard an impact frame jolts and how near the middle its lines reach, how bright a flash. 1 is as designed.10 or more (the slider runs to 4)
Blend From The Old ShotFor a wipe, pattern dissolve, luma fade, glitch, film burn or brush: the new shot turns over a frozen frame of the old one, instead of both going through the colouroffon or off
Direction (deg)Which way it runs across the screen, in degrees: 0 left to right, 90 top to bottom. A lens swap's first lens leaves this way, and a kaleidoscope's picture flows this way. Colour splits and echoes with no direction spread out from the centre: tick Radial.0
Second Direction (deg)For a lens swap: which way the second lens moves as it comes in, in degrees. -90 rises from the bottom, 0 comes in from the left.-90
RadialFor a colour split or echo: spread out from the centre rather than along the directionoffon or off
CentreWhere irises, zooms, kaleidoscopes, radial patterns, an impact frame's lines, a flash and a glass lens centreThe MiddleThe Middle, The Player, A Spot, Where It's Played
Spot (%)The spot, in percent across and down the screen, when the centre is A Spot50, 50
Point OffsetFor a look centred on the player or where it's played: the point moved this far in the world first, in cmFVector::ZeroVector
PatternThe order a pattern dissolve turns the picture over inInkStraight Line, Ink, Diamonds, Circles, Blinds, Checker, Clock, Radial, Spiral, Dither, Your Own Texture, Hexagons, Triangles
Pattern TextureA greyscale texture for Your Own Texture: black turns over first, white lastnone
SoftnessHow soft the edge of a wipe, dissolve, bars or iris is, the line between an impact frame's ink and paper, or the edge of a scope, binoculars, a goggle's tubes or a mask, blurred as something so close to the eye is, 0 to 10.10 to 1
CellsHow many cells across a grid pattern has, strips a strips look cuts, strokes a brush paints, or tiles a tile flip turns81 or more (the slider runs to 40)
CopiesHow many copies an echo split makes, 2 to 852 to 8
WedgesHow many mirrored wedges a kaleidoscope folds into62 to 24
FlowFor a kaleidoscope: how far the picture flows under the mirrors along the direction as they turn, 0 not at all00 or more (the slider runs to 2)
BladesHow many blades a shutter's aperture has, or how many make each of a mirror shutter's curtains73 to 16
ClicksHow many lenses an eye test clicks through on the way to the cut, and again on the way out31 to 8
Both EyesFor an eye test: two round windows side by side, as an optician's frame has, rather than oneonon or off
The Other WayFor a spin, a cube or a kaleidoscope: turn the other wayoffon or off
Lens ShapeFor a lens swap or a glass lens: the outline of its glassRoundRound, Oval, Rounded Square, Hexagon
Lens Size (%)For a lens swap or a glass lens: how wide its glass is, in percent of the screen's width10010 or more (the slider runs to 200)
Lens TimingFor a lens swap: one lens after the other, or both at once in a quick flickStaggeredStaggered, Quick Flick
Motion BlurFor a lens swap or a mirror shutter: how much what moves blurs as it goes, 0 not at all. 1 is about what a film camera's open shutter would leave.0.50 or more (the slider runs to 3)
Impact StyleFor an impact frame: how it strikes the picture downTwo ToneTwo Tone, Inverted, Outlines, Silhouette, Flicker, In Colour
Flash StyleFor a flash: how it burns the picture outPlainPlain, Burst, Star, Strobe
Drawings A SecondFor an impact frame or a strobing flash: how many new drawings a second, 12 on twos as anime is drawn, 24 on ones121 or more (the slider runs to 60)
Speed LinesFor an impact frame: how many speed lines converge on the hit, 1 as designed, 0 none10 or more (the slider runs to 1.4)
SmearFor an impact frame: the ink dragged along ragged streaks running out from the hit, as far as this share of the way back towards it; 0 no smear. Anime's smear frames.00 or more (the slider runs to 1)
Smear StreaksFor an impact frame's smear: how many streaks run round the hit1403 or more (the slider runs to 600)
Smear RoughnessFor an impact frame's smear: how much the streaks differ from each other, in length and in how much ink they carry; 0 all alike0.70 to 1
Smear DirectionFor an impact frame's smear: which way the ink dragsAway From The HitAway From The Hit, Towards The Hit, Both Ways
ExplosionFor an impact frame: an explosion thrown out from the hit, and its shape; None for noneNoneNone, Round, Star, Cloud, Spikes, Rings Only
Explosion SizeFor an impact frame's explosion: how big its core grows, as a share of the screen's height; its rays reach a few times as far0.160.01 or more (the slider runs to 1)
Explosion RaysFor an impact frame's explosion: how many rays it throws out, and how many points a star or spikes have240 or more (the slider runs to 64)
Shockwave RingsFor an impact frame's explosion: how many rings of its shockwave spread out across the screen20 to 6
Explosion SpeedFor an impact frame's explosion: how fast it bursts out and its rings spread, in screen heights a second1.50 or more (the slider runs to 6)
Explosion RoughnessFor an impact frame's explosion: how ragged its edges are, and how broken its rings; 0 smooth0.60 to 1
Explosion FillFor an impact frame's explosion: how much of the picture behind it goes to the ink, 1 all of it00 to 1
Hot CentreFor an impact frame's explosion: the hot centre burning in its core, as a share of the core's size; 0 none0.30 to 0.95
ExposureFor an impact frame in colour: how far the picture is blown out towards white; 0 as it is10 or more (the slider runs to 4)
Colour SwitchesFor an impact frame: other ink and paper it switches to with each new drawing, after Colour and Second Colour. Up to three are used.none
Switch At RandomFor an impact frame's colour switches: one at random with each drawing, rather than each in turnoffon or off
Block Size (px)The size of a pixelate's biggest blocks, a glitch's torn rows, or a datamosh's moving blocks, in pixels242 or more (the slider runs to 128)
Frames BackHow many past frames trail behind an afterimage, 1 to 441 to 4
Brightest FirstFor a luma fade: the light is the last to go and the first to come back. The old shot's darkest parts go first and the new shot's brightest parts arrive first, which suits a fade through black. Off, it's the other way round, which suits white. Blending from the old shot, the new shot's brightest parts arrive first.onon or off
MaterialFor Your Own Material: a post process material given scalar parameters Amount, Phase and Strength, and a vector parameter Colournone
Palette ColoursFor a retro palette with Your Own Colours: up to six colours between the colour, its darkest, and the second colour, its lightestnone
Look-Up TableFor a colour grade: a look-up table of your own, as the strip Unreal's colour grading uses (256 by 16, 1024 by 32 or 4096 by 64). Import it with the Colour Look Up Table texture group, no mipmaps and sRGB off. Empty grades with the numbers alone.none

Layers#

Over any look: a distortion, aberration, motion blur, a mask and a falloff. Each rises and falls with the look, so it's still exactly the picture at its rest ends.

SettingWhat it doesStarts atTakes
DistortionA distortion of the picture under the look, rising and falling with itNoneNone, Bulge, Pinch, Ripple, Waves, Swirl, Turbulence, Heat Haze, Shake, Judder, Your Own Texture
Distortion AmountHow hard the distortion bends the picture at the look's peak10 or more (the slider runs to 4)
Distortion Size (%)How big the distortion's features are, in percent of the screen's height: a bulge's, pinch's or swirl's reach, the spacing of ripples and waves, the grain of turbulence and haze401 or more (the slider runs to 200)
Distortion SpeedHow fast ripples, waves, turbulence and haze move; 0 still10 or more (the slider runs to 5)
AberrationThe colours split apart out from the look's centre, as a lens splits them; 0 not at all00 or more (the slider runs to 3)
Motion BlurThe look's own movement blurred as a camera's shutter blurs it, 1 about a film camera's; 0 none00 or more (the slider runs to 3)
MaskKeeps the look inside a shape about its centre, feathered at the edge, or outside it inverted. Full Screen for no mask.Full ScreenFull Screen, Circle, Ellipse, Rectangle, Rounded Rectangle, Diamond, Band Across, Band Down, Your Own Texture
Mask Size (%)The mask's size, across and down, in percent of the screen; a circle's width is the first, in percent of the screen's height50, 50
Mask Offset (%)The mask moved from the look's centre, across and down, in percent of the screen0, 0
Mask Feather (%)How soft the mask's edge is, in percent of the screen's height100 or more (the slider runs to 50)
Mask Turn (deg)The mask turned, in degrees0
Invert The MaskThe look outside the shape rather than inside itoffon or off
FalloffMakes the look stronger or weaker across the screen by how far out from its centre a place is. None, the same everywhere.NoneNone, Circle, Ellipse, Rectangle, Diamond, Up And Down, Side To Side
Falloff From (%)Where the falloff starts, out from the look's centre, in percent of the screen's height; the inner strength holds within it100 or more (the slider runs to 150)
Falloff To (%)Where the falloff ends, in percent of the screen's height; the outer strength holds beyond it600 or more (the slider runs to 150)
Inner StrengthHow strong the look is within where the falloff starts: 1 as it is, 0 none, 2 twice as far along10 or more (the slider runs to 2)
Outer StrengthHow strong the look is beyond where the falloff ends00 or more (the slider runs to 2)
Falloff CurveThe falloff's curve: 1 straight, more to hold the inner strength longer, less to leave it sooner10.05 or more (the slider runs to 4)
Blend With The PictureHow the look sits on the picture: laid over it, or blended with it as a paint program's layers are. At a transition's cut it is always laid over.NormalNormal, Add, Screen, Multiply, Overlay, Soft Light, Difference, Colour, Luminosity
Cover Everything At The CutAs a transition, the mask and falloff spread to cover everything by the cut, so the change of shot is never seenonon or off
CracksCracks in the glass over the look: a visor, a goggle's lens, a scope, or the screen itself. They spread out from each hit and stay where they lie, bending the picture at their edges and knocking each piece of glass out of line; on a device worn over the eyes they move with it. Centred where the look is, so Play Impact From starts them on the side struck.None
CrackedHow far the cracks have grown: 0 none, 1 all the way. As the effect comes in they grow with it, and an impact's stay grown as it goes. Drive it (Cracked) to crack the glass as damage mounts.10 to 1
HitsHow many places the glass was struck, each its own star of cracks11 to 6
Hits Spread (%)How far apart the hits after the first land, in percent of the view's height300 or more (the slider runs to 100)
Crack Size (%)How far a star of cracks reaches once fully grown, in percent of the view's height452 or more (the slider runs to 150)
Crack LinesHow many cracks run out from each hit102 to 24
Crack RingsHow many rings of cracks join them round each hit20 to 4
Crack WidthHow wide the cracks are, 1 about a pixel; wider near a hit10.1 or more (the slider runs to 5)
RefractionHow far the picture bends at each crack's edges, as thick glass does: the 3D of a crack0.40 or more (the slider runs to 1)
Pieces Out Of LineHow far each piece of glass between the cracks is knocked out of line, the picture through it shifted: the 2D of a crack0.250 or more (the slider runs to 1)
Crack Colour SplitHow far the colours part across the cracks0.30 or more (the slider runs to 1)
BevelHow bevelled the cracks look, lit along one side and shadowed along the other0.50 or more (the slider runs to 1)
GlintHow brightly the cracks catch bright light behind them0.50 or more (the slider runs to 2)
FrostingHow white the cracks are, and the crushed glass where it was struck0.40 to 1
Crack PatternWhich cracks: every number its own, the same every time, so a visor cracks the same way each time it's shown00 or more (the slider runs to 999)

Timing#

How long it takes, and how.

SettingWhat it doesStarts atTakes
Cover Time (s)How long it takes to cover the old shot, in seconds; as an impact or an overlay, how long it takes to come in. A blend from the old shot has nothing to cover: as an overlay it comes in over its Reveal Time.0.30 or more
Hold Time (s)How long it holds covered before the next shot shows, in seconds; as an impact, how long it holds at its peak00 or more
Reveal Time (s)How long it takes to reveal the new shot, in seconds; as an impact or an overlay, how long it takes to go. A blend played as an impact plays through from the picture it struck on to the live one in this time.0.30 or more
EaseHow it gathers pace and slows through the cover and the revealEase In-OutLinear, Ease In, Ease Out, Ease In-Out, Custom Curve
Custom EaseYour own ease, from 0 to 1 over each part, used when Ease is Custom Curve

Sound#

What it plays as it starts and as the cut happens, and how it handles the game's sound meanwhile.

SettingWhat it doesStarts atTakes
Sound At StartA sound played as it startsnone
Sound At The CutA sound played at the cut; as an impact, as it starts to gonone
Fade The SoundTurns the game's sound down as it covers and back up as it revealsoffon or off
Sound Fades ToHow far down the sound goes at full cover, 0 silent to 1 untouched00 to 1
Sound Leads By (s)How long before the cut the next shot's sound arrives, in seconds: a J cut. Below 0, the old shot's sound lingers that long after it: an L cut.0
Breath Out SoundFor a worn mask: a sound played each time it breathes out, in time with the fog building on its glass, whatever sets the breathnone
Breath In SoundFor a worn mask: a sound played each time it breathes in, as the fog starts to clearnone

Overlay#

How far it goes when it's shown as an overlay.

SettingWhat it doesStarts atTakes
Overlay AmountHow far the look goes shown as an overlay, 0 to 1, unless whatever shows it asks for its own amount. A blend shows that much of the picture from when it came in, so 1 holds that picture still.10 to 1

The choices#

What each option in the panel's dropdowns does.

Tone#

OptionWhat it does
NegativeEvery colour flipped to its opposite, as a photographic negative
Negative In Two ColoursThe brightness flipped and painted in two colours: the lights in Colour and the darks in Second Colour
Two ColoursThe brightness painted in two colours, not flipped: the darks in Colour and the lights in Second Colour
StencilA hard cut at mid grey into the two colours, as a stencil print: the darks in Colour and the lights in Second Colour

Centre#

OptionWhat it does
The MiddleThe middle of the screen
The PlayerWherever the player's pawn is on screen
A SpotA spot on screen you choose
Where It's PlayedThe point in the world it was played at (Play Impact At or On, Place Effect At or On, an FX Volume, a hook), followed as the camera moves; the player when it's played without one

Pattern#

Straight Line, Ink, Diamonds, Circles, Blinds, Checker, Clock, Radial, Spiral, Dither, Your Own Texture, Hexagons, Triangles.

Lens Shape#

OptionWhat it does
Round
OvalThe screen's own proportions: as tall for its width as the screen is
Rounded Square
HexagonIts corners at the sides, flat along its top and bottom

Lens Timing#

OptionWhat it does
StaggeredThe first gathers pace on its way out while the second arrives behind it and settles, then opens out
Quick FlickBoth at once on one snappy stroke, the first out as the second comes in, almost like a shutter

Impact Style#

OptionWhat it does
Two ToneThe darks and every outline in Colour, the lights in Second Colour
InvertedThe same the other way round: the lights in Colour, the darks and outlines in Second Colour
OutlinesOnly the outlines, heavy, in Colour on Second Colour
SilhouetteEverything near as solid shapes in Colour against the far distance in Second Colour, lit round their edges
FlickerTwo Tone and Inverted in turn, a new drawing each time
In ColourThe picture itself in colour rather than ink and paper, blown out towards white: for a smear in colour

Flash Style#

OptionWhat it does
PlainThe brights burn out first, then everything, to the colour
BurstRays burst out from the centre in the second colour round a hot core
StarA four-pointed star grows at the centre, a fainter cross and a spreading ring in the second colour
StrobeOn and off, a new frame each drawing, on more often as it builds

Smear Direction#

OptionWhat it does
Away From The HitOut from the hit, each streak trailing away from it
Towards The HitIn towards the hit, as if everything were being pulled into it
Both WaysBoth ways at once, each streak running through the place it starts from

Explosion#

OptionWhat it does
NoneNo explosion
RoundA ragged ball
StarA star with as many points as it has rays
CloudBillowing lobes, like smoke
SpikesJagged spikes of every length, like a splash of ink
Rings OnlyIts shockwave alone: the rays and the rings, with no core

Distortion#

OptionWhat it does
NoneNo distortion
BulgeThe picture swelling out from the centre, as through a lens
PinchThe picture drawn in towards the centre
RippleRings rippling out from the centre
WavesWaves rolling across the picture
SwirlThe picture twisting round the centre
TurbulenceThe picture churning, as through water or the heat over a fire
Heat HazeA fine shimmer rising through the picture
ShakeThe whole picture jostled, as a camera knocked about
JudderThe picture snapping to a new place and holding, several times a second, as a twitch
Your Own TextureThe picture pushed about by the red and green of the pattern texture, tiled at the distortion's size and panned by its speed

Mask#

OptionWhat it does
Full ScreenNo mask: the whole screen
CircleA circle, Mask Size's first value its width in percent of the screen's height
EllipseAn ellipse, Mask Size across and down in percent of the screen
Rectangle
Rounded Rectangle
Diamond
Band AcrossA band across the screen, as tall as Mask Size's second value
Band DownA band down the screen, as wide as Mask Size's first value
Your Own TextureThe pattern texture's brightness stretched over the screen: white lets the look through

Falloff#

OptionWhat it does
NoneThe same everywhere
CircleBy distance, the same every way
EllipseIn the screen's own proportions, reaching its edges together
Rectangle
Diamond
Up And DownBy how far above or below the centre
Side To SideBy how far to either side of the centre

Blend With The Picture#

Normal, Add, Screen, Multiply, Overlay, Soft Light, Difference, Colour, Luminosity.

Cracks#

.

Ease#

Linear, Ease In, Ease Out, Ease In-Out, Custom Curve.