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.
| Setting | What it does | Starts at | Takes |
|---|---|---|---|
| Look | What it looks like on screen | Fade | any of the looks |
| Colour | The 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 light | black | |
| Second Colour | A 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 Colour | For 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 | |
| Tone | For an invert: a negative, or the picture in two colours | Negative | Negative, Negative In Two Colours, Two Colours, Stencil |
| Contrast | For an invert: the contrast about mid grey, 1 as it is, more to push the lights and darks apart, less to draw them together | 1 | 0 or more (the slider runs to 3) |
| Strength | How 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. | 1 | 0 or more (the slider runs to 4) |
| Blend From The Old Shot | For 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 colour | off | on 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 | |
| Radial | For a colour split or echo: spread out from the centre rather than along the direction | off | on or off |
| Centre | Where irises, zooms, kaleidoscopes, radial patterns, an impact frame's lines, a flash and a glass lens centre | The Middle | The Middle, The Player, A Spot, Where It's Played |
| Spot (%) | The spot, in percent across and down the screen, when the centre is A Spot | 50, 50 | |
| Point Offset | For a look centred on the player or where it's played: the point moved this far in the world first, in cm | FVector::ZeroVector | |
| Pattern | The order a pattern dissolve turns the picture over in | Ink | Straight Line, Ink, Diamonds, Circles, Blinds, Checker, Clock, Radial, Spiral, Dither, Your Own Texture, Hexagons, Triangles |
| Pattern Texture | A greyscale texture for Your Own Texture: black turns over first, white last | none | |
| Softness | How 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 1 | 0.1 | 0 to 1 |
| Cells | How many cells across a grid pattern has, strips a strips look cuts, strokes a brush paints, or tiles a tile flip turns | 8 | 1 or more (the slider runs to 40) |
| Copies | How many copies an echo split makes, 2 to 8 | 5 | 2 to 8 |
| Wedges | How many mirrored wedges a kaleidoscope folds into | 6 | 2 to 24 |
| Flow | For a kaleidoscope: how far the picture flows under the mirrors along the direction as they turn, 0 not at all | 0 | 0 or more (the slider runs to 2) |
| Blades | How many blades a shutter's aperture has, or how many make each of a mirror shutter's curtains | 7 | 3 to 16 |
| Clicks | How many lenses an eye test clicks through on the way to the cut, and again on the way out | 3 | 1 to 8 |
| Both Eyes | For an eye test: two round windows side by side, as an optician's frame has, rather than one | on | on or off |
| The Other Way | For a spin, a cube or a kaleidoscope: turn the other way | off | on or off |
| Lens Shape | For a lens swap or a glass lens: the outline of its glass | Round | Round, 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 width | 100 | 10 or more (the slider runs to 200) |
| Lens Timing | For a lens swap: one lens after the other, or both at once in a quick flick | Staggered | Staggered, Quick Flick |
| Motion Blur | For 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. | 0.5 | 0 or more (the slider runs to 3) |
| Impact Style | For an impact frame: how it strikes the picture down | Two Tone | Two Tone, Inverted, Outlines, Silhouette, Flicker, In Colour |
| Flash Style | For a flash: how it burns the picture out | Plain | Plain, Burst, Star, Strobe |
| Drawings A Second | For an impact frame or a strobing flash: how many new drawings a second, 12 on twos as anime is drawn, 24 on ones | 12 | 1 or more (the slider runs to 60) |
| Speed Lines | For an impact frame: how many speed lines converge on the hit, 1 as designed, 0 none | 1 | 0 or more (the slider runs to 1.4) |
| Smear | For 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. | 0 | 0 or more (the slider runs to 1) |
| Smear Streaks | For an impact frame's smear: how many streaks run round the hit | 140 | 3 or more (the slider runs to 600) |
| Smear Roughness | For an impact frame's smear: how much the streaks differ from each other, in length and in how much ink they carry; 0 all alike | 0.7 | 0 to 1 |
| Smear Direction | For an impact frame's smear: which way the ink drags | Away From The Hit | Away From The Hit, Towards The Hit, Both Ways |
| Explosion | For an impact frame: an explosion thrown out from the hit, and its shape; None for none | None | None, Round, Star, Cloud, Spikes, Rings Only |
| Explosion Size | For 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 far | 0.16 | 0.01 or more (the slider runs to 1) |
| Explosion Rays | For an impact frame's explosion: how many rays it throws out, and how many points a star or spikes have | 24 | 0 or more (the slider runs to 64) |
| Shockwave Rings | For an impact frame's explosion: how many rings of its shockwave spread out across the screen | 2 | 0 to 6 |
| Explosion Speed | For an impact frame's explosion: how fast it bursts out and its rings spread, in screen heights a second | 1.5 | 0 or more (the slider runs to 6) |
| Explosion Roughness | For an impact frame's explosion: how ragged its edges are, and how broken its rings; 0 smooth | 0.6 | 0 to 1 |
| Explosion Fill | For an impact frame's explosion: how much of the picture behind it goes to the ink, 1 all of it | 0 | 0 to 1 |
| Hot Centre | For an impact frame's explosion: the hot centre burning in its core, as a share of the core's size; 0 none | 0.3 | 0 to 0.95 |
| Exposure | For an impact frame in colour: how far the picture is blown out towards white; 0 as it is | 1 | 0 or more (the slider runs to 4) |
| Colour Switches | For 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 Random | For an impact frame's colour switches: one at random with each drawing, rather than each in turn | off | on 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 pixels | 24 | 2 or more (the slider runs to 128) |
| Frames Back | How many past frames trail behind an afterimage, 1 to 4 | 4 | 1 to 4 |
| Brightest First | For 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. | on | on or off |
| Material | For Your Own Material: a post process material given scalar parameters Amount, Phase and Strength, and a vector parameter Colour | none | |
| Palette Colours | For a retro palette with Your Own Colours: up to six colours between the colour, its darkest, and the second colour, its lightest | none | |
| Look-Up Table | For 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.
| Setting | What it does | Starts at | Takes |
|---|---|---|---|
| Distortion | A distortion of the picture under the look, rising and falling with it | None | None, Bulge, Pinch, Ripple, Waves, Swirl, Turbulence, Heat Haze, Shake, Judder, Your Own Texture |
| Distortion Amount | How hard the distortion bends the picture at the look's peak | 1 | 0 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 haze | 40 | 1 or more (the slider runs to 200) |
| Distortion Speed | How fast ripples, waves, turbulence and haze move; 0 still | 1 | 0 or more (the slider runs to 5) |
| Aberration | The colours split apart out from the look's centre, as a lens splits them; 0 not at all | 0 | 0 or more (the slider runs to 3) |
| Motion Blur | The look's own movement blurred as a camera's shutter blurs it, 1 about a film camera's; 0 none | 0 | 0 or more (the slider runs to 3) |
| Mask | Keeps the look inside a shape about its centre, feathered at the edge, or outside it inverted. Full Screen for no mask. | Full Screen | Full 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 height | 50, 50 | |
| Mask Offset (%) | The mask moved from the look's centre, across and down, in percent of the screen | 0, 0 | |
| Mask Feather (%) | How soft the mask's edge is, in percent of the screen's height | 10 | 0 or more (the slider runs to 50) |
| Mask Turn (deg) | The mask turned, in degrees | 0 | |
| Invert The Mask | The look outside the shape rather than inside it | off | on or off |
| Falloff | Makes the look stronger or weaker across the screen by how far out from its centre a place is. None, the same everywhere. | None | None, 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 it | 10 | 0 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 it | 60 | 0 or more (the slider runs to 150) |
| Inner Strength | How strong the look is within where the falloff starts: 1 as it is, 0 none, 2 twice as far along | 1 | 0 or more (the slider runs to 2) |
| Outer Strength | How strong the look is beyond where the falloff ends | 0 | 0 or more (the slider runs to 2) |
| Falloff Curve | The falloff's curve: 1 straight, more to hold the inner strength longer, less to leave it sooner | 1 | 0.05 or more (the slider runs to 4) |
| Blend With The Picture | How 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. | Normal | Normal, Add, Screen, Multiply, Overlay, Soft Light, Difference, Colour, Luminosity |
| Cover Everything At The Cut | As a transition, the mask and falloff spread to cover everything by the cut, so the change of shot is never seen | on | on or off |
| Cracks | Cracks 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 | |
| Cracked | How 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. | 1 | 0 to 1 |
| Hits | How many places the glass was struck, each its own star of cracks | 1 | 1 to 6 |
| Hits Spread (%) | How far apart the hits after the first land, in percent of the view's height | 30 | 0 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 height | 45 | 2 or more (the slider runs to 150) |
| Crack Lines | How many cracks run out from each hit | 10 | 2 to 24 |
| Crack Rings | How many rings of cracks join them round each hit | 2 | 0 to 4 |
| Crack Width | How wide the cracks are, 1 about a pixel; wider near a hit | 1 | 0.1 or more (the slider runs to 5) |
| Refraction | How far the picture bends at each crack's edges, as thick glass does: the 3D of a crack | 0.4 | 0 or more (the slider runs to 1) |
| Pieces Out Of Line | How far each piece of glass between the cracks is knocked out of line, the picture through it shifted: the 2D of a crack | 0.25 | 0 or more (the slider runs to 1) |
| Crack Colour Split | How far the colours part across the cracks | 0.3 | 0 or more (the slider runs to 1) |
| Bevel | How bevelled the cracks look, lit along one side and shadowed along the other | 0.5 | 0 or more (the slider runs to 1) |
| Glint | How brightly the cracks catch bright light behind them | 0.5 | 0 or more (the slider runs to 2) |
| Frosting | How white the cracks are, and the crushed glass where it was struck | 0.4 | 0 to 1 |
| Crack Pattern | Which cracks: every number its own, the same every time, so a visor cracks the same way each time it's shown | 0 | 0 or more (the slider runs to 999) |
Timing#
How long it takes, and how.
| Setting | What it does | Starts at | Takes |
|---|---|---|---|
| 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. | 0.3 | 0 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 peak | 0 | 0 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. | 0.3 | 0 or more |
| Ease | How it gathers pace and slows through the cover and the reveal | Ease In-Out | Linear, Ease In, Ease Out, Ease In-Out, Custom Curve |
| Custom Ease | Your 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.
| Setting | What it does | Starts at | Takes |
|---|---|---|---|
| Sound At Start | A sound played as it starts | none | |
| Sound At The Cut | A sound played at the cut; as an impact, as it starts to go | none | |
| Fade The Sound | Turns the game's sound down as it covers and back up as it reveals | off | on or off |
| Sound Fades To | How far down the sound goes at full cover, 0 silent to 1 untouched | 0 | 0 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 Sound | For a worn mask: a sound played each time it breathes out, in time with the fog building on its glass, whatever sets the breath | none | |
| Breath In Sound | For a worn mask: a sound played each time it breathes in, as the fog starts to clear | none |
Overlay#
How far it goes when it's shown as an overlay.
| Setting | What it does | Starts at | Takes |
|---|---|---|---|
| Overlay Amount | How 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. | 1 | 0 to 1 |
The choices#
What each option in the panel's dropdowns does.
Tone#
| Option | What it does |
|---|---|
| Negative | Every colour flipped to its opposite, as a photographic negative |
| Negative In Two Colours | The brightness flipped and painted in two colours: the lights in Colour and the darks in Second Colour |
| Two Colours | The brightness painted in two colours, not flipped: the darks in Colour and the lights in Second Colour |
| Stencil | A hard cut at mid grey into the two colours, as a stencil print: the darks in Colour and the lights in Second Colour |
Centre#
| Option | What it does |
|---|---|
| The Middle | The middle of the screen |
| The Player | Wherever the player's pawn is on screen |
| A Spot | A spot on screen you choose |
| Where It's Played | The 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#
| Option | What it does |
|---|---|
| Round | |
| Oval | The screen's own proportions: as tall for its width as the screen is |
| Rounded Square | |
| Hexagon | Its corners at the sides, flat along its top and bottom |
Lens Timing#
| Option | What it does |
|---|---|
| Staggered | The first gathers pace on its way out while the second arrives behind it and settles, then opens out |
| Quick Flick | Both at once on one snappy stroke, the first out as the second comes in, almost like a shutter |
Impact Style#
| Option | What it does |
|---|---|
| Two Tone | The darks and every outline in Colour, the lights in Second Colour |
| Inverted | The same the other way round: the lights in Colour, the darks and outlines in Second Colour |
| Outlines | Only the outlines, heavy, in Colour on Second Colour |
| Silhouette | Everything near as solid shapes in Colour against the far distance in Second Colour, lit round their edges |
| Flicker | Two Tone and Inverted in turn, a new drawing each time |
| In Colour | The picture itself in colour rather than ink and paper, blown out towards white: for a smear in colour |
Flash Style#
| Option | What it does |
|---|---|
| Plain | The brights burn out first, then everything, to the colour |
| Burst | Rays burst out from the centre in the second colour round a hot core |
| Star | A four-pointed star grows at the centre, a fainter cross and a spreading ring in the second colour |
| Strobe | On and off, a new frame each drawing, on more often as it builds |
Smear Direction#
| Option | What it does |
|---|---|
| Away From The Hit | Out from the hit, each streak trailing away from it |
| Towards The Hit | In towards the hit, as if everything were being pulled into it |
| Both Ways | Both ways at once, each streak running through the place it starts from |
Explosion#
| Option | What it does |
|---|---|
| None | No explosion |
| Round | A ragged ball |
| Star | A star with as many points as it has rays |
| Cloud | Billowing lobes, like smoke |
| Spikes | Jagged spikes of every length, like a splash of ink |
| Rings Only | Its shockwave alone: the rays and the rings, with no core |
Distortion#
| Option | What it does |
|---|---|
| None | No distortion |
| Bulge | The picture swelling out from the centre, as through a lens |
| Pinch | The picture drawn in towards the centre |
| Ripple | Rings rippling out from the centre |
| Waves | Waves rolling across the picture |
| Swirl | The picture twisting round the centre |
| Turbulence | The picture churning, as through water or the heat over a fire |
| Heat Haze | A fine shimmer rising through the picture |
| Shake | The whole picture jostled, as a camera knocked about |
| Judder | The picture snapping to a new place and holding, several times a second, as a twitch |
| Your Own Texture | The picture pushed about by the red and green of the pattern texture, tiled at the distortion's size and panned by its speed |
Mask#
| Option | What it does |
|---|---|
| Full Screen | No mask: the whole screen |
| Circle | A circle, Mask Size's first value its width in percent of the screen's height |
| Ellipse | An ellipse, Mask Size across and down in percent of the screen |
| Rectangle | |
| Rounded Rectangle | |
| Diamond | |
| Band Across | A band across the screen, as tall as Mask Size's second value |
| Band Down | A band down the screen, as wide as Mask Size's first value |
| Your Own Texture | The pattern texture's brightness stretched over the screen: white lets the look through |
Falloff#
| Option | What it does |
|---|---|
| None | The same everywhere |
| Circle | By distance, the same every way |
| Ellipse | In the screen's own proportions, reaching its edges together |
| Rectangle | |
| Diamond | |
| Up And Down | By how far above or below the centre |
| Side To Side | By 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.