Pighaus Games Docs

The looks

Every look Blendable FX draws, in families, each with the starters made from it playing in the engine and the settings of its own on the Tuning band.

A look is what an effect draws. Pick one on an effect's Look and its own settings appear on the Tuning band below it; the layers go over any of them. Every look plays all three ways: as a transition, an impact or an overlay. Hover a clip to play it: each is the starter effect of that name, recorded in the engine.

Covers#

They close over the old shot, a shape or a colour at a time, and the cut happens underneath: the player never sees it. Then they open again on the new shot.

Fade#

The picture fades to the colour and the next fades up from it.

  • Transition

    Fade To Black

    0.35 s in, 0.1 s held, 0.35 s out

  • Transition

    Fade To White

    0.25 s in, 0.05 s held, 0.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
CurveHow it goes to the colour: 1 evenly, more to hold the picture longer, less to reach the colour sooner10.2 to 5
DitherHow much it goes a pixel at a time through an ordered dither rather than smoothly; 1 all dither00 to 1

Bars#

Cinematic bars close from the edges to meet, then open on the next shot.

  • Overlay

    Letterbox

    Bars, in over 0.6 s, held at 26%

  • Transition

    Bars

    0.4 s in, 0.15 s held, 0.4 s out

Its own settings:

SettingWhat it doesStarts atTakes
Meet At (%)Where the bars meet, in percent of the way down the screen (or across it)505 to 95
Edge LineA line of the second colour along each bar's inner edge, as thick as this share of the screen; 0 none00 to 0.05

Iris#

A circle closes on a point (the player, by default) and opens again on the next shot.

  • Transition

    Iris

    0.5 s in, 0.15 s held, 0.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
ShapeThe shape the iris closes inRoundRound, Oval, Rounded Square, Diamond, Star
RingA ring of the second colour round the iris's edge, as wide as this share of the screen's height; 0 none00 to 0.05
Spin (turns)How far the shape turns as it closes, in whole turns; below 0 the other way0-2 to 2

Wipe#

A soft edge sweeps across: through the colour, or the next shot pushing the old one off.

  • Transition

    Wipe

    blends over 0.6 s

  • Transition

    Wipe Through Black

    0.35 s in, 0.05 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
Burn EdgeBlending from the old shot: how wide and bright the edge burns, 1 as designed10 to 4
RoughnessNoise in the order the picture turns over, roughening the edge00 to 1

Pattern Dissolve#

The picture turns over in the order of a pattern: ink, diamonds, circles, blinds, a clock, dither, or a texture of your own.

  • Transition

    Blinds

    Pattern Dissolve, 0.4 s in, 0.05 s held, 0.4 s out

  • Transition

    Burn Dissolve

    Pattern Dissolve, blends over 1.2 s

  • Transition

    Clock

    Pattern Dissolve, 0.45 s in, 0.05 s held, 0.45 s out

  • Transition

    Diamonds

    Pattern Dissolve, 0.4 s in, 0.05 s held, 0.4 s out

  • Transition

    Dither

    Pattern Dissolve, blends over 0.5 s

  • Transition

    Hex Reveal

    Pattern Dissolve, blends over 0.9 s

  • Transition

    Hexagons

    Pattern Dissolve, 0.45 s in, 0.05 s held, 0.45 s out

  • Transition

    Ink Dissolve

    Pattern Dissolve, blends over 0.9 s

  • Transition

    Ink To Black

    Pattern Dissolve, 0.5 s in, 0.1 s held, 0.5 s out

  • Transition

    Triangles

    Pattern Dissolve, 0.45 s in, 0.05 s held, 0.45 s out

Its own settings:

SettingWhat it doesStarts atTakes
Ink ScaleFor the ink pattern: how small its blots are, 1 as designed10.2 to 5
Spiral TurnsFor the spiral pattern: how many times it winds20.5 to 8
Burn EdgeBlending from the old shot: how wide and bright the edge burns, 1 as designed10 to 4
RoughnessNoise in the order the picture turns over, roughening every pattern's edges00 to 1

Luma Fade#

The picture turns over by brightness: the brightest parts first, or the darkest.

  • Transition

    Luma Fade

    0.6 s in, 0 s held, 0.6 s out

It has no settings of its own beyond the ones every look shares.

Pixelate#

The picture breaks into ever bigger blocks, and the next resolves from them.

  • Overlay

    LED Screen

    Pixelate, in over 0.35 s, held at 100%

  • Overlay

    Pixelate

    in over 0.35 s, held at 70%

  • Overlay

    Raised Pixels

    Pixelate, in over 0.35 s, held at 100%

  • Overlay

    Screen Wall

    Pixelate, in over 0.35 s, held at 100%

  • Overlay

    Stitched

    Pixelate, in over 0.35 s, held at 100%

  • Overlay

    Wide Pixels

    Pixelate, in over 0.35 s, held at 100%

  • Transition

    Pixelate

    0.35 s in, 0 s held, 0.35 s out

  • Transition

    Slanted Pixels

    Pixelate, 0.4 s in, 0 s held, 0.4 s out

Its own settings:

SettingWhat it doesStarts atTakes
GrowthHow the blocks grow: 1 evenly, more to stay fine for longer20.5 to 5
Pixel ShapeSquare blocks; round or diamond dots with the colour between; raised tiles lit from above; slanted blocks; stitches in offset rows; a tiny copy of the whole picture in each block; or a greyscale texture of your own stamped in eachSquareSquare, Round, Diamond, Raised, Slanted, Stitched, Little Screens, Your Own Texture
Width Over HeightHow much wider than tall each block is, 1 square10.25 to 4
Grid LinesHow dark lines of the colour between the blocks are00 to 1
Keep DetailHow much of the picture's own detail stays inside each block00 to 1
SlantFor slanted blocks: how far they lean0.5-1 to 1

Shutter#

A camera's aperture blades close to black and open on the next shot.

  • Impact

    Shutter Blink

    0.07 s in, 0.04 s held, 0.12 s out

  • Transition

    Shutter

    0.16 s in, 0.06 s held, 0.2 s out

Its own settings:

SettingWhat it doesStarts atTakes
Blade TurnHow far the blades turn as they close0.90 to 3
Blade CurveHow much the seams between blades curve1.40 to 5

Brush#

Broad paint strokes sweep across, back and forth, painting over the old shot and painting the new one in.

  • Transition

    Brush

    0.6 s in, 0.05 s held, 0.6 s out

  • Transition

    Brush Reveal

    blends over 0.9 s

Its own settings:

SettingWhat it doesStarts atTakes
WobbleHow much the strokes wander0.50 to 2
BristlesHow ragged the bristle streaks at the strokes' ends are0.120 to 0.5
StaggerHow far apart in time the strokes set off0.60 to 0.9

Slabs#

Two bold slabs of colour sweep across on a slant and the new shot follows them in.

  • Transition

    Slabs

    blends over 0.7 s

Its own settings:

SettingWhat it doesStarts atTakes
First SlabHow wide the first slab is0.140.02 to 0.4
Second SlabHow wide the second slab is0.220.02 to 0.5
GapHow wide the sliver of the new shot between them is0.0150 to 0.1
SlantHow far the slabs lean0.35-1 to 1

Rings#

Rings of colour spread from a point and the new shot opens inside the last.

  • Transition

    Rings

    blends over 0.9 s

Its own settings:

SettingWhat it doesStarts atTakes
Ring WidthHow wide each ring is0.090.02 to 0.3
RingsHow many rings spread out before the new shot31 to 8, whole numbers

CRT Switch-Off#

An old screen switching off: squashed to a line, then a dot, and switching on again.

  • Transition

    CRT Switch Off

    0.45 s in, 0.25 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
Line GlowHow brightly the line glows as the screen squashes0.60 to 2
BrightenHow much brighter the picture gets as it squashes30 to 6
Squash UntilHow far along the picture is squashed to a line, before it shrinks to a dot0.70.3 to 0.95

Blends#

They freeze the old shot at the change and carry it into the new one, so both are on screen at once for a moment.

Crossfade#

The old shot, frozen at the change, dissolves into the live new one.

  • Overlay

    Freeze Frame

    Crossfade, in over 0.2 s, held at 100%

  • Transition

    Crossfade

    blends over 0.6 s

Its own settings:

SettingWhat it doesStarts atTakes
CurveHow the new shot comes in: 1 evenly, more to hold the old shot longer, less to bring the new one sooner10.2 to 5
DipHow far it dips to the colour half way: a crossfade through black, or white; 0 straight across00 to 1

Blur#

The picture blurs away, and the next comes back into focus.

  • Impact

    Hit Blur

    0.06 s in, 0.2 s held, 0.8 s out

  • Overlay

    Blur

    in over 0.35 s, held at 30%

  • Transition

    Blur

    0.3 s in, 0 s held, 0.3 s out

Its own settings:

SettingWhat it doesStarts atTakes
ShapeWhich way the picture blurs: round, along a line across or down, out from the centre as a zoom, or round it as a twistRoundRound, Across, Down, Zoom, Twist

Defocus#

The lens defocuses the picture, using the engine's own depth of field, and focuses on the next.

  • Transition

    Defocus

    0.4 s in, 0 s held, 0.5 s out

It has no settings of its own beyond the ones every look shares.

Whip Pan#

The picture streaks and slides out, and the next streaks in, as a fast pan between two shots.

  • Transition

    Whip Pan

    0.15 s in, 0 s held, 0.2 s out

Its own settings:

SettingWhat it doesStarts atTakes
Streak LengthHow long the streaks run, as a share of the screen at full strength0.250 to 1
SlideHow far the picture slides as it streaks0.150 to 0.5

Zoom Punch#

A punch into the middle with a radial blur.

  • Impact

    Zoom Punch

    0.05 s in, 0.03 s held, 0.3 s out

  • Transition

    Zoom Punch

    0.2 s in, 0 s held, 0.3 s out

Its own settings:

SettingWhat it doesStarts atTakes
ZoomHow far it punches in, at full strength0.350 to 1
Blur SpreadHow far the zoom's blur spreads out0.50 to 1
Sharp MiddleHow much the blur holds back near the centre0.30 to 1

Zoom Through#

The old shot rushes towards you in a blur and the new one arrives from close up and settles.

  • Transition

    Zoom Through

    blends over 0.6 s

Its own settings:

SettingWhat it doesStarts atTakes
BlurHow much the zoom blurs0.40 to 1
PushHow far it zooms, at full strength30.5 to 8

Spin#

The old shot spins a quarter turn away in a blur and the new one spins in.

  • Transition

    Spin

    blends over 0.7 s

Its own settings:

SettingWhat it doesStarts atTakes
Turn (deg)How far each picture spins9015 to 360
BlurHow much the spin blurs, as a share of the turn0.250 to 1

Push#

The new shot pushes the old one off the screen.

  • Transition

    Push Left

    blends over 0.45 s

  • Transition

    Push Up

    blends over 0.45 s

Its own settings:

SettingWhat it doesStarts atTakes
BlurHow much the pictures blur as they're pushed0.060 to 0.3

Dream#

The flashback's ripple: the picture wavers while the old shot dissolves into the new.

  • Transition

    Dream

    blends over 1.5 s

Its own settings:

SettingWhat it doesStarts atTakes
WavesHow many waves run down the screen305 to 80
Wave SpeedHow fast the waves move60 to 20
HazeHow much haze of the second colour there is at its height0.180 to 1

Ripple#

A drop in still water: the new shot spreads out from a point behind a ring of ripples.

  • Transition

    Ripple

    blends over 1.1 s

Its own settings:

SettingWhat it doesStarts atTakes
Ring SpacingHow close together the ripples are: more for closer9020 to 200
Ring SpeedHow fast the ripples move80 to 30
Ring TightnessHow tightly the ripples keep to the spreading edge: more for fewer143 to 40

Vortex#

The picture twists down a whirlpool and is gone, and the next twists back out.

  • Transition

    Vortex

    0.55 s in, 0.05 s held, 0.55 s out

Its own settings:

SettingWhat it doesStarts atTakes
TwistHow far the picture twists, at full strength90 to 30
PullHow far it's pulled down into the middle2.50 to 6

Kaleidoscope#

The picture folds into mirrored wedges, turns, and unfolds.

  • Overlay

    Kaleidoscope

    in over 0.35 s, held at 50%

  • Transition

    Kaleidoscope

    0.6 s in, 0 s held, 0.6 s out

  • Transition

    Kaleidoscope Flow

    0.6 s in, 0 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
ZoomHow far the picture is magnified under the mirrors10.2 to 4
Fold InHow soon the mirrors have folded in, as a share of the way0.350.05 to 1

Echo Split#

The picture splits into fading copies that spread and gather.

  • Overlay

    Double Vision

    Echo Split, in over 0.35 s, held at 80%

  • Transition

    Echo Split

    0.3 s in, 0 s held, 0.4 s out

Its own settings:

SettingWhat it doesStarts atTakes
Spread OutSpreading out from the centre: how far the copies spread0.120 to 0.4
Spread AlongSpreading along the direction: how far the copies spread0.060 to 0.2
FadeHow quickly the outer copies fade20.2 to 6

Colour Split#

Red, green and blue slide apart and snap back together.

  • Impact

    Colour Split

    0.04 s in, 0.04 s held, 0.3 s out

  • Impact

    Hit Colour Split

    0.04 s in, 0.08 s held, 0.5 s out

  • Overlay

    Chromatic Flicker

    Colour Split, in over 0.35 s, held at 100%

  • Overlay

    Colour Split

    in over 0.35 s, held at 35%

  • Transition

    Colour Split

    0.2 s in, 0 s held, 0.3 s out

Its own settings:

SettingWhat it doesStarts atTakes
Spread OutSpreading out from the centre: how far the colours part at the screen's edge0.080 to 0.3
Spread AlongSpreading along the direction: how far the colours part0.030 to 0.15
FlickerHow much the split jumps about at random, now wide, now closed00 to 1
Jumps A SecondHow often it jumps121 to 60, whole numbers

Datamosh#

The old picture is dragged around by the new shot's motion, like a broken video file, until it clears.

  • Transition

    Datamosh

    blends over 1.5 s

Its own settings:

SettingWhat it doesStarts atTakes
Refreshes A SecondHow often the blocks are given the chance to clear121 to 60, whole numbers
DragHow far the old picture is dragged by the motion, besides Strength10 to 4

Afterimage Trails#

The last few frames trail and tremble behind the picture.

  • Overlay

    Afterimage

    in over 0.35 s, held at 100%

  • Transition

    Afterimage

    0.3 s in, 0.1 s held, 0.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
TrembleHow far each trail trembles, as a share of the screen0.0040 to 0.03
Trail FadeHow much of each trail is left in the next: more for longer trails0.60.1 to 0.95

Cuts and folds#

The old shot is broken apart: sliced, cut into strips, turned like a card or a box, torn or flung away, with the new one behind it.

Slash#

A cut of light slices the old shot in two and the halves slide apart along it, showing the new shot behind.

  • Transition

    Slash

    blends over 0.8 s

Its own settings:

SettingWhat it doesStarts atTakes
Draw TimeHow much of the way the cut takes to draw across0.150.02 to 0.5
PartHow far the halves part sideways as they slide0.060 to 0.3

Strips#

The old shot is cut into slanted strips that slide away in turn, every other one the other way.

  • Transition

    Strips

    blends over 0.8 s

Its own settings:

SettingWhat it doesStarts atTakes
StaggerHow far apart in time the strips set off0.40 to 0.8
WaysEvery other strip the other way, or all one wayEvery Other WayAll One Way, Every Other Way

Tile Flip#

Tiles turn over in a sweep, the old shot on their fronts and the new on their backs. One tile across turns the whole picture like a card.

  • Transition

    Card Flip

    Tile Flip, blends over 0.7 s

  • Transition

    Tile Flip

    blends over 1.1 s

Its own settings:

SettingWhat it doesStarts atTakes
SweepHow much of the time the sweep across the tiles takes0.50 to 0.9
LeanHow far the tiles lean into the turn0.120 to 0.5
ShadeHow dark a tile goes as it turns edge on0.450 to 1

Cube#

The picture turns a quarter turn like the side of a box, the new shot on the next face.

  • Transition

    Cube

    blends over 0.9 s

Its own settings:

SettingWhat it doesStarts atTakes
Pull BackHow far the box draws back mid-turn1.20 to 3
LensHow long the lens is: less for more perspective2.51 to 6
ShadeHow dark a face goes as it turns away0.450 to 1

Doors#

The old shot splits down the middle and swings open towards you like a pair of doors.

  • Transition

    Doors

    blends over 0.9 s

Its own settings:

SettingWhat it doesStarts atTakes
LensHow long the lens is: less for more perspective2.51 to 6
SwingHow far the doors swing open, 1 a quarter turn; never less, so they clear the screen1.021 to 1.3
ShadeHow dark the doors go as they swing0.450 to 1
SettleHow far the new shot eases back as the doors open0.080 to 0.3

Tear#

The old shot tears across on a ragged line and the pieces pull apart, paper showing at the torn edges.

  • Transition

    Tear

    blends over 0.9 s

Its own settings:

SettingWhat it doesStarts atTakes
RaggedHow ragged the tear is0.120 to 0.5
Paper EdgeHow wide the white paper shows at the torn edges0.0040 to 0.03
ShadowHow dark the shadow under the pieces is0.350 to 1
Pull ApartHow far the pieces pull apart; never less than off the screen1.251 to 3

Shockwave#

A ring of force spreads from a point, bending the picture and splitting its colours, the new shot inside it.

  • Impact

    Hit Shockwave

    blends over 0.7 s

  • Impact

    Shockwave

    blends over 0.6 s

  • Transition

    Shockwave

    blends over 0.75 s

Its own settings:

SettingWhat it doesStarts atTakes
Ring WidthHow wide the ring of force is0.0350.005 to 0.15
KickHow hard the ring bends the picture, at full strength0.060 to 0.3
Colour SplitHow far the ring splits the colours0.30 to 1
GlowHow brightly the ring glows in the second colour0.350 to 2

Warp#

The picture streaks out from the middle at speed and flashes to the colour, and the next streaks back in.

  • Transition

    Warp

    0.5 s in, 0.05 s held, 0.55 s out

Its own settings:

SettingWhat it doesStarts atTakes
Streak LengthHow long the streaks run, at full strength0.60 to 1.5
GlowHow brightly the streaks glow60 to 15
ThresholdHow bright a part must be to glow0.60 to 1

Scan#

A bright line scans across, drawing the new shot in behind it with a hologram's glow and flicker.

  • Transition

    Hologram Scan

    blends over 1.1 s

Its own settings:

SettingWhat it doesStarts atTakes
Line SharpnessHow thin the scanning line is: more for thinner14020 to 400
ScanlinesHow dark the hologram's scanlines run0.250 to 1
JitterHow far the picture jitters at the line0.0040 to 0.03
Glow FadeHow quickly the fresh glow behind the line fades: more for sooner61 to 20

Speed Lines#

Lines stream in from the edges as the picture rushes to the middle, and it flashes.

  • Impact

    Speed Lines

    0.08 s in, 0.1 s held, 0.35 s out

  • Transition

    Speed Lines

    0.35 s in, 0.06 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
LinesHow many lines run round the centre14020 to 400, whole numbers
PullHow far the picture rushes to the middle0.250 to 1
ThicknessHow thick the lines can be0.350.05 to 1
Lines A SecondHow often the lines are redrawn241 to 60, whole numbers

Film, tape and print#

Old media failing on purpose: film wearing, slipping and burning, tape losing its tracking, a signal breaking up, a picture printed in dots.

Old Film#

The picture wears into old film, tinted, grainy, scratched and flickering, and flickers out at the end of the reel.

  • Overlay

    Old Film

    in over 0.6 s, held at 55%

  • Transition

    Old Film

    0.7 s in, 0.2 s held, 0.7 s out

Its own settings:

SettingWhat it doesStarts atTakes
GrainHow grainy the print is0.220 to 1
DustHow much dust there is on each frame0.030 to 0.2
ScratchesHow bright the scratch down the film is; 0 none0.40 to 1
FlickerHow much the light flickers0.30 to 1
VignetteHow dark the corners go0.90 to 2
WeaveHow far the print weaves in the gate, 1 as designed10 to 4
Frames A SecondHow often the grain, dust and flicker change186 to 30, whole numbers
Wear SpeedHow quickly it wears to its full age: more for sooner1.61 to 4

Film Slip#

The old frame rolls up out of the gate and the next comes up behind it with a frame line between, as film that has lost its loop.

  • Transition

    Film Slip

    blends over 0.55 s

Its own settings:

SettingWhat it doesStarts atTakes
Frame LineHow tall the line between frames is, as a share of the screen0.080 to 0.3
WeaveHow far the film weaves in the gate, 1 as designed10 to 4
GrainHow grainy the film is0.20 to 1
FlickerHow much the light flickers0.30 to 1
Roll BlurHow far the rolling frames blur0.030 to 0.15
Frames A SecondHow often the grain and flicker change246 to 60, whole numbers

Film Burn#

A hole burns out through the film, white hot at its edge with the film scorched around it.

  • Transition

    Film Burn

    0.9 s in, 0.1 s held, 0.6 s out

  • Transition

    Film Burn Through

    blends over 1.3 s

Its own settings:

SettingWhat it doesStarts atTakes
RaggedHow ragged the burning edge is0.50 to 1.5
Hot EdgeHow wide the white-hot edge is0.040.005 to 0.15
ScorchHow far the film is scorched round the hole0.150 to 0.5
BubblingHow fast the burning edge bubbles0.50 to 3

Slide Projector#

The slide is pulled out with the lamp's light behind it, and the next drops in and comes into focus.

  • Transition

    Slide Projector

    0.35 s in, 0.2 s held, 0.55 s out

Its own settings:

SettingWhat it doesStarts atTakes
Lamp FalloffHow much the lamp's light falls off towards the corners0.80 to 2
DropHow far the next slide drops into the gate0.080 to 0.3
Mount (px)How wide the slide's dark mount is, in pixels80 to 30

Videotape#

A videotape losing its tracking: rolling bands, rows sliding, colour bleeding, and the deck's blue screen.

  • Overlay

    Videotape

    in over 0.35 s, held at 65%

  • Transition

    Videotape

    0.45 s in, 0.3 s held, 0.45 s out

Its own settings:

SettingWhat it doesStarts atTakes
Band SpeedHow fast the bad band rolls up the screen0.350 to 2
JitterHow far the rows jitter0.020 to 0.1
Head SwitchHow far the bottom tears where the heads switch0.040 to 0.2
Colour BleedHow far the colour bleeds to the right0.0030 to 0.02
NoiseHow much noise there is0.080 to 0.5
Fade To GreyHow far its colour drains0.250 to 1

Signal Loss#

A feed losing its signal: static, a rolling bar and the picture draining of colour.

  • Overlay

    Signal Loss

    in over 0.35 s, held at 50%

  • Transition

    Signal Loss

    0.35 s in, 0.15 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
WobbleHow far the picture wobbles side to side, 1 as designed10 to 4
Fade To GreyHow far its colour drains away0.80 to 1
StaticHow soon the static takes over: 1 only at the end, more for sooner1.11 to 3
Rolling BarHow bright the bar rolling down the screen is0.350 to 1
Bar SpeedHow fast the bar rolls, in screen heights a second0.60 to 3

Glitch#

Torn rows, displaced blocks, split colour and scanlines.

  • Impact

    Chromatic Glitch

    0.03 s in, 0.12 s held, 0.15 s out

  • Impact

    Glitch

    0.03 s in, 0.12 s held, 0.15 s out

  • Overlay

    Glitch

    in over 0.35 s, held at 25%

  • Transition

    Glitch

    0.25 s in, 0 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
TearsHow many rows tear sideways, at the peak0.60 to 1
Tear DistanceHow far a torn row slides, as a share of the screen's width0.250 to 1
Block ShiftsHow many blocks jump out of place, at the peak0.350 to 1
Shift DistanceHow far a block jumps, as a share of the screen0.120 to 0.5
Colour SplitHow far red and blue part, as a share of the screen's width0.0120 to 0.06
ScanlinesHow dark the scanlines run0.150 to 1
NoiseHow much static is laid over it0.150 to 1
Glitches A SecondHow often it jumps to a new glitch241 to 60, whole numbers

Invert#

The picture flips to its negative, or into two colours: deep red and black, ice and navy, or a hard stencil.

  • Impact

    Negative

    Invert, 0.02 s in, 0.08 s held, 0.18 s out

  • Overlay

    Negative

    Invert, in over 0.35 s, held at 100%

  • Overlay

    Red Duotone

    Invert, in over 0.35 s, held at 100%

  • Overlay

    Sepia

    Invert, in over 0.5 s, held at 100%

  • Transition

    Invert

    0.1 s in, 0.12 s held, 0.35 s out

  • Transition

    Invert Deep Red

    0.12 s in, 0.15 s held, 0.45 s out

  • Transition

    Invert Gold

    0.12 s in, 0.15 s held, 0.45 s out

  • Transition

    Invert Ice

    0.12 s in, 0.15 s held, 0.45 s out

  • Transition

    Red Duotone

    Invert, 0.12 s in, 0.15 s held, 0.45 s out

  • Transition

    Stencil Red

    Invert, 0.12 s in, 0.15 s held, 0.45 s out

Its own settings:

SettingWhat it doesStarts atTakes
MidpointWhere the two colours meet, or where a stencil cuts, from the darkest 0 to the lightest 10.50 to 1

Halftone#

The picture turns to printed dots that swell into solid ink, and the next is printed back.

  • Overlay

    Halftone

    in over 0.35 s, held at 50%

  • Transition

    Halftone

    0.6 s in, 0.05 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
Screen Angle (deg)The angle the dots are printed on450 to 90
Dot SizeHow big the dots are before they swell0.550.2 to 1
Dot ShapeThe shape of the dotsRoundRound, Square, Diamond, Line

Lens and light#

Glass and light between the player and the picture: lenses sliding and forming, a camera taking the shot, flares, bloom, leaks and neon.

Lens Swap#

A thick round lens as wide as the screen slides away along the direction over the still old shot, bending it hard and splitting its colours through the glass's edge, while the next rises into place behind it over the new shot.

  • Impact

    Lens Flick

    blends over 0.55 s

  • Transition

    Lens Carousel

    blends over 1.3 s

  • Transition

    Lens Flick

    blends over 0.75 s

  • Transition

    Lens Swap

    blends over 0.4 s

It has no settings of its own beyond the ones every look shares.

Mirror Shutter#

A single-lens reflex taking the shot: the mirror flips up with the old shot on it, the shutter's curtains run across the sensor, and the mirror comes back down with the new shot, bouncing off its stop.

  • Impact

    Camera Snap

    Mirror Shutter, blends over 0.45 s

  • Transition

    Mirror Shutter

    blends over 0.9 s

It has no settings of its own beyond the ones every look shares.

Optical Shutter#

Aperture blades closing through the lens: the picture bends, its colours fringe, the highlights bloom and the blades' edges catch the light.

  • Transition

    Optical Shutter

    0.45 s in, 0.08 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
Blade TurnHow far the blades turn as they close0.90 to 3
Blade CurveHow much the seams between blades curve1.40 to 5
BulgeHow far the lens bulges the picture0.350 to 1.5
FringeHow far red and blue pull apart towards the edges0.030 to 0.1
BloomHow much the highlights bloom2.50 to 6
VignetteHow dark the corners go0.60 to 2

Eye Test#

Looking through an optician's lenses: the view closes to round windows, each click swaps in a blurrier lens, and clearer ones bring the new shot back.

  • Transition

    Eye Test

    1 s in, 0.1 s held, 1.2 s out

  • Transition

    Eye Test One Lens

    1.2 s in, 0.1 s held, 1.4 s out

Its own settings:

SettingWhat it doesStarts atTakes
Window SizeHow big the round windows are, 1 as designed10.4 to 1.4
Eye SpacingWith both eyes, how far apart the windows are0.360.2 to 0.6
BulgeHow far the lens bulges the view0.50 to 2
FringeHow far the colours fringe towards the rim0.0060 to 0.03

Glass Lens#

A thick glass lens forming over the picture: magnified in the middle, crushed into its rim with the colours splitting, the light catching its edge, and the colour around it.

  • Overlay

    Glass Lens

    in over 0.5 s, held at 100%

  • Overlay

    Magnifier

    Glass Lens, in over 0.35 s, held at 100%

It has no settings of its own beyond the ones every look shares.

Flare#

A lens flare builds with a long streak and ghosts, and burns out to the colour.

  • Transition

    Flare

    0.45 s in, 0.05 s held, 0.55 s out

Its own settings:

SettingWhat it doesStarts atTakes
StreakHow bright the long streak is1.50 to 5
CoreHow bright the core and its glow are, 1 as designed10 to 3
GhostsHow bright the ghosts strung along the line are0.120 to 1
TravelHow far the flare travels along the direction0.30 to 1

Bloom#

The light spills: the bright parts glow wider and brighter until everything is the colour.

  • Transition

    Bloom

    0.45 s in, 0.05 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
ThresholdHow bright a part must be to bloom at first0.850 to 1
SpreadHow far the glow spreads, at full strength0.060 to 0.2
GlowHow bright the glow is40 to 10

Light Leak#

Warm light washes across and burns out to white.

  • Overlay

    Light Leak

    in over 0.8 s, held at 50%

  • Transition

    Light Leak

    0.5 s in, 0.05 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
Leak SizeHow fine the leak's light is: more for smaller patches1.50.3 to 5
DriftHow fast the light drifts0.150 to 1
Sweep WidthHow narrow the sweep of light across the screen is1.50.5 to 5
Burns Out FromHow far along it starts to burn out to white0.70.5 to 0.99

Neon Outline#

The picture goes dark and its edges light up in neon, then the new shot comes back the same way.

  • Overlay

    Neon Outline

    in over 0.35 s, held at 60%

  • Transition

    Neon Outline

    0.55 s in, 0.1 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
PulseHow much the neon pulses0.150 to 1
Pulse SpeedHow fast it pulses300 to 60
Picture LinesHow much the picture's own strongest lines join the outlines0.60 to 2
DimHow far the picture goes dark behind the neon10 to 1

Impacts#

The hit itself: the picture struck down to ink and paper, smeared and blown apart, or burnt out by a flash.

Impact Frame#

An anime impact frame: the picture struck down to ink and paper, with heavy outlines and lines converging on the hit, redrawn and jolted a few times a second.

  • Impact

    Explosion

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Explosion Cloud

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Explosion Red

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Explosion Rings

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Explosion Star

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Frame

    Impact Frame, 0.03 s in, 0.22 s held, 0.06 s out

  • Impact

    Frame Flicker

    Impact Frame, 0.03 s in, 0.25 s held, 0.06 s out

  • Impact

    Frame Inverted

    Impact Frame, 0.03 s in, 0.22 s held, 0.06 s out

  • Impact

    Frame Outlines

    Impact Frame, 0.03 s in, 0.22 s held, 0.06 s out

  • Impact

    Frame Red

    Impact Frame, 0.03 s in, 0.22 s held, 0.06 s out

  • Impact

    Frame Silhouette

    Impact Frame, 0.03 s in, 0.22 s held, 0.06 s out

  • Impact

    Shockburst

    Impact Frame, 0.02 s in, 0.5 s held, 0.12 s out

  • Impact

    Smear

    Impact Frame, 0.03 s in, 0.3 s held, 0.08 s out

  • Impact

    Smear Colour

    Impact Frame, 0.03 s in, 0.3 s held, 0.15 s out

  • Impact

    Smear Inverted

    Impact Frame, 0.03 s in, 0.3 s held, 0.08 s out

  • Impact

    Smear Silhouette

    Impact Frame, 0.03 s in, 0.3 s held, 0.08 s out

  • Impact

    Smear Switch

    Impact Frame, 0.03 s in, 0.3 s held, 0.08 s out

Its own settings:

SettingWhat it doesStarts atTakes
Ink ThresholdHow dark a part must be to go to ink0.450.1 to 0.9
Outline WidthHow thick the outlines are, in pixels1.50.5 to 4
JoltHow far each drawing jolts, at full strength0.0120 to 0.05
Line CountHow many speed lines run round the hit11020 to 300, whole numbers

Flash#

A flash of light burning the picture out to the colour: plain, a burst of rays, a star with a ring, or strobing.

  • Impact

    Flash Burst

    0.25 s in, 0.05 s held, 0.45 s out

  • Impact

    Flash Red

    0.05 s in, 0.02 s held, 0.3 s out

  • Impact

    Flash Star

    0.3 s in, 0.05 s held, 0.45 s out

  • Impact

    Flash Strobe

    0.35 s in, 0.05 s held, 0.35 s out

  • Impact

    Flash White

    0.06 s in, 0.04 s held, 0.4 s out

  • Impact

    Hit Flash

    0.03 s in, 0.05 s held, 0.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
RaysHow many rays a burst has244 to 64, whole numbers
Ray SpinHow fast a burst's rays turn0.050 to 1
RingHow bright a star's ring is0.80 to 2

Worn and held to the eye#

Something between the eye and the world: night vision and thermal, scopes, binoculars, weapon sights and masks. Worn ones move against the eyes as the head does.

Night Vision#

Night vision through one tube, two or four: the picture amplified to glowing green or white, grainy and haloed round the lights, inside each tube's circle, with eye relief, so looking off a tube's middle darkens its edge.

  • Overlay

    Night Vision Binocular New Green

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Binocular New White

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Binocular Old Green

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Binocular Old White

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Compact

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Dual

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Early

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Green

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Green Dual

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Monocular

    in over 1.2 s, held at 100%

  • Overlay

    Night Vision Monocular Cracked

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Monocular New Green

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Monocular New White

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Monocular Old Green

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Monocular Old White

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Panoramic

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Panoramic New Green

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Panoramic New White

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Panoramic Old Green

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Panoramic Old White

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision Thermal Clip On

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision White

    in over 0.9 s, held at 100%

  • Overlay

    Night Vision White Dual

    in over 1.2 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
TubesOne tube over one eye, two side by side, or four in a panoramic fanOne TubeOne Tube, Two Tubes, Panoramic
Tube SpacingHow far apart two tubes sit: 0 one circle, 1 just touching0.50 to 1
Inner Pair SpacingHow far apart a panoramic's inner pair sit: 0 one circle, as the eyes fuse them, 1 just touching0.080 to 1
Outer Tubes OutHow far out a panoramic's outer tubes sit, in tube widths from the middle: below 1 the inner pair overlaps them, as a real one's does0.780.5 to 1.5
Outer Tubes DropHow far below the inner pair a panoramic's outer tubes sit, in tube widths; below 0 above0-0.25 to 0.25
Outer Tube SizeHow big a panoramic's outer tubes are against the inner pair10.3 to 1.5
Outer Tube BrightnessHow bright a panoramic's outer tubes are against the inner pair0.950 to 1.5
Seam DarknessHow dark a line shows where a panoramic's tubes meet; 0 none, their fields running into one view as a binocular's do00 to 1
Seam DistortionHow far out of line a panoramic's outer tubes are where they meet the inner pair, as in a goggle whose tubes don't quite line up; 0 lined up, the world running straight on across00 to 1.5
Eye ReliefHow far the eye sits from the eyepiece, 0 to 1: further sees a smaller circle, and the shadow closes in sooner as the eye moves off the middle0.350 to 1
Moves With YouHow far the goggle moves against the eye as the head turns and the camera shakes, 0 not at all10 to 3
WeightHow heavy the goggle is: heavier swings slower and further, lagging the head more; 1 as designed10.25 to 4
Clip-On WeightAdds a thermal clip-on's weight on top of everything else, so the goggle swings heavierOffOff, On
Movement Smoothing (s)How much every movement of the goggle is smoothed, in seconds: its swing as the head turns, its slip and tilt, and the knocks from shakes. More takes out the jitter and lags it a little; 0 none0.060 to 0.5
Bare EyeHow much of the world shows round the tubes, as the other eye sees it round one, or under the goggle; 0 the colour10 to 1
ArrivesHow it comes on: pulled straight down from above, already aligned; folded down from the helmet with the tubes swung out on their arms, then swung in to the eyes as the arms fold; faded in; or folded down from the helmet in an arc, swinging down and in towards the face as the eyepieces turn from the ground to the eyes, as a real one does (a panoramic, one block, never swings in)Fold DownPull Down, Fold Down Then Swing In, Fade In, Fold Down
Pull Down ShareWith the tubes swinging in: how much of the time coming on is spent folding it down, snapping home on the Equip Curve, before it holds still and the tubes swing in0.550.1 to 0.9
Pause Before Swinging InWith the tubes swinging in: how much of the time coming on it holds still, folded down, before the tubes swing in to the eyes, so the fold and the swing read as two moves; 0 none0.120 to 0.5
Swing AngleWith the tubes swinging in: how far out on their arms they start, in degrees400 to 90
Arm LengthWith the tubes swinging in: how long their arms are, in tube widths from the mount's hinge1.10.3 to 3
Equip CurveHow it moves as it comes on and goes: easing out, easing in and out, evenly, or on a spring that overshoots and settlesEase OutEase Out, Ease In Out, Linear, Spring
Spring BounceWith the spring: how far it overshoots before it settles0.30 to 1
Housing ShapeThe goggle as it looks from the eye: a plain barrel round each tube, a round monocular with its battery cap and mount arm, a compact monocular, an articulating binocular with its bridge and arms, or a quad panoramic blockPlain BarrelPlain Barrel, Round Monocular, Compact Monocular, Articulating Binocular, Quad Panoramic
3D HousingShows each tube's barrel round its glass as a thing in front of the eye, its rim shifting against the glass as the goggle movesOffOff, On
Housing DepthHow deep the barrels look: how far their rims shift against the glass as the goggle moves0.50 to 2
Housing RimHow wide each barrel shows round its glass, as a share of the tube0.120 to 0.5
Housing ShineHow much light catches along the barrels' rims0.080 to 1
Housing BlurHow soft the goggle's housing looks round the glass, as anything that close to the eye is out of focus; 0 sharp0.50 to 1
GainHow far the light is amplified at most, where it's darkest: more turns night into day, and brings the grain up with it. With Auto-Gain on, a lighter place gets less.201 to 100
Auto-GainWhether the tubes turn their gain down in the light to hold the picture's brightness, as their automatic brightness control doesOnOff, On
Auto-Gain LevelHow bright the auto-gain holds the picture, 0 to 10.550.05 to 0.95
Bright Light ProtectionHow far the tubes dim the whole picture when bright light floods them, as they do to protect themselves; 0 never0.50 to 1
Auto-Gate Speed (s)How long the tubes take to settle on a change in the light, in seconds: longer is smoother and slower, 0 at once. They turn down for brighter light twice as fast as they turn back up, as tubes do to protect themselves0.40 to 3
Auto-Gate SensitivityHow fully the tubes answer a change in the light, and Bright Light Protection with them: 1 holds the picture at the Auto-Gain Level whatever the light; less lets it brighten and darken with the scene, pumping less10 to 1
Lowest GainHow low the tubes' gain can go, so bright light washes them out rather than being turned down to nothing; daylight wants a pinhole cap0.20.01 to 10
Daylight WashoutHow far bright light washes the picture out to a glowing haze0.70 to 1
Auto ShutoffWhether the goggle switches itself off when the picture stays too bright, as goggles do to save their tubes. Only for a goggle put on with Equip Night Vision.OnOff, On
Shutoff BrightnessHow much light must come through the aperture for the auto shutoff: a moonlit night is about a half, a lit room hundreds, daylight thousands501 to 5000
Shutoff After (s)How long it must stay that bright before the goggle switches itself off10 to 10
Switches Back OnOnce it has shut itself off: whether it comes back on by itself once it is dark againOnce It's Dark AgainNever, Once It's Dark Again
Back On After (s)How long it must be dark again before it comes back on1.50 to 10
ApertureHow far the objective is open: smaller lets in less light to amplify, so the picture darkens and grains, and keeps more in focus; a pinhole cap is for daylightf/1.2f/1.2, f/2, f/2.8, f/4, Pinhole Cap
Focus Distance (m)How far away the tubes are focused, in metres: nearer and further blur, as far as the aperture is open; 0 everything sharp00 to 200
Focus BlurHow far things out of focus blur: 1 as the objective blurs them, more for a softer picture, 0 none10 to 3
Most Blur (%)How far anything blurs at most, however far out of focus it is, in percent of the view's height60.5 to 10
Out Of Focus SpreadsWhether something near and out of focus, such as a weapon held up in front, blurs out over what's behind it as a real out-of-focus foreground does, or stops at its own outlineOnOff, On
Blur QualityHow carefully the focus blur is worked out: Optimised looks at fewer places and leaves slight blur alone, for the least cost; Default as designed; Quality looks at more places, smoother on a large blur, for the mostDefaultOptimised, Default, Quality
Phosphor SaturationHow much of the second colour's tint the phosphor shows: 1 as chosen, 0 grey10 to 2
Highlights PaleHow far the brightest parts pale towards white, as phosphor does when it saturates0.450 to 1
Black LevelHow bright the tubes' darkest dark is, in the phosphor's colour, as a real tube never quite goes black0.030 to 0.3
ContrastHow hard the tubes' picture is: above 1 darker darks, below 1 flatter10.4 to 2.5
GrainHow much the tubes' sparkling grain shows0.350 to 1
Grain Size (px)How big the grain is, in pixels11 to 6
SparklesHow many of the grain's bright points flash where the picture is dark: 1 as designed, more for a busier tube, 0 none10 to 10
Sparkle SizeHow big each bright point is, in grains across: 1 a single grain, more for a round, soft-edged point11 to 6
HalosHow far the glow spreads round bright lights0.50 to 1
Halo SizeHow wide the halos round bright lights are, 1 as designed10.2 to 4
HoneycombHow much the honeycomb of the tubes' plates shows in the brights0.040 to 0.5
AfterglowHow long bright things leave a fading trail as they move, as a tube's phosphor glows on after the light has gone; 0 none0.30 to 0.95
Blemish CountHow many small dark spots each tube carries, as nearly every real tube has a few40 to 40, whole numbers
Blemish SizeHow big the blemishes are, 1 a few pixels across1.50.2 to 6
Blemish DarknessHow dark the blemishes are, 1 black0.80 to 1
Blemish SoftnessHow soft the blemishes' edges are0.350 to 1
Blemish RoughnessHow ragged the blemishes' edges are, rather than round0.40 to 1
Blemish VarietyHow far the blemishes differ from each other in size, darkness and shape0.60 to 1
Blemish PatternWhich blemishes the tubes have, where they sit and how they're shaped: each number its own set, the same every time the goggle goes on, as a real tube's are00 to 999, whole numbers
PowerHow far the tubes are on: 1 on, 0 off and dark. The Night Vision nodes switch it, the phosphor fading as it goes10 to 1
Edge DistortionHow much each tube bends the picture towards its edge0.350 to 1
Edge DarkeningHow much each tube darkens towards its edge0.30 to 1
Edge GlintA faint bright ring round each tube's edge, as light catches inside it0.10 to 1
Edge BlurHow much the picture softens towards each tube's edge00 to 1
Warm-Up FlickerHow much the tubes flicker as they come on10 to 1
Thermal Clip-OnA thermal imager clipped in front of a tube, showing the outlines of what's warm, what's warmer than its floor, or all of it, in its Clip-On Colour. Anything drawn into custom depth shows warm.OffOff, Outline, Patrol, Full Thermal
Clip-On ShowsHow the clip-on's picture reaches the eye: drawn over the tube's in the Clip-On Colour, as a fused goggle's is, or in through the objective, in the phosphor's own colour, as an optical clip-on's isIn Its Own ColourIn Its Own Colour, Through The Tube
Clip-On PolarityFor Full Thermal: warm things bright, or darkWhite HotWhite Hot, Black Hot
Clip-On TubeWhich tube carries the clip-on, with two, or a panoramic's inner pairLeftLeft, Right, Both
Clip-On StrengthHow bright the clip-on's picture shows in the tube0.80 to 2
Clip-On Field (%)How wide the clip-on sees, in percent of the tube's field: a 30 degree imager in a 40 degree tube sees three quarters of it7510 to 100
Clip-On ThresholdHow warm something must be to show, for Outline and Patrol, 0 to 10.60 to 1
Clip-On Offset (%)How far the clip-on's picture sits off the tube's, across, in percent of its field, as before it's aligned0-25 to 25
Clip-On Line Width (px)How thick Outline's lines are, in the clip-on's own pixels1.50.5 to 6
Clip-On GlowA soft glow round Outline's lines, as bright lines bloom in a tube0.350 to 1
Clip-On DetailHow much of a warm shape's inside Outline picks up: where its warmth changes, its gear, limbs and folds drawn as lines of their own0.30 to 1
Clip-On NoiseHow imperfect the clip-on's picture is, as a small thermal sensor's is: its lines waver, thicken and thin, break up and sparkle0.350 to 1
Clip-On LagHow far the clip-on's picture trails the tube's as the head moves, settling back as it stops, as a separate imager's does0.50 to 2
IlluminatorThe goggle's own IR illuminator: a cone of infrared from the goggle, lighting what's ahead for its tubes alone. Set Night Vision Illuminator switches it while the game runs.OffOff, On
Illuminator StrengthHow bright the illuminator is: 1 lights what's within a few metres well and fades out past twenty10 to 4
Illuminator Beam (deg)How wide the illuminator's beam is, edge to edge, in degrees405 to 120
Illuminator Range (m)How far the illuminator reaches, in metres251 to 100
Illuminator In AirHow much of the illuminator's beam shows in the air ahead, as haze lights up; 0 none, as in clear air0.050 to 1
SettleHow hard the goggle settles as it snaps into place, folded or pulled down: a quick jitter dying away, as a weapon settles after a reload, giving it weight; 0 none. A heavier goggle shudders slower and wider.10 to 3
Settle Time (s)How long the settle takes to die away, in seconds0.350.05 to 1.5
Fold SettleFolding down then swinging in: how hard it settles as the fold snaps home, before the tubes swing in, its arms bouncing on their hinges; 0 none. The Settle plays, lighter, as the tubes close on the eyes.1.50 to 3
Footfall SettleHow hard the goggle settles as each foot lands: a small, quick knock dying away in about half the Settle Time, harder running than walking, and harder again landing from a jump or a fall. It's strapped to the head and moves with it, so a little goes a long way; 0 none.0.350 to 2
RattleHow much the goggle trembles in its mount as the wearer moves, more the faster they go: a fine, quick rattle, gone when they stand still or leave the ground; 0 none.0.50 to 2

Thermal Vision#

Thermal vision: the scene by how warm it looks, white hot, black hot or in a colour palette, the sky cold and lights hot; anything drawn into custom depth glows like a warm body.

  • Overlay

    Thermal Arctic

    in over 0.3 s, held at 100%

  • Overlay

    Thermal Black Hot

    in over 0.3 s, held at 100%

  • Overlay

    Thermal Green Hot

    in over 0.3 s, held at 100%

  • Overlay

    Thermal Ironbow

    in over 0.3 s, held at 100%

  • Overlay

    Thermal Rainbow

    in over 0.3 s, held at 100%

  • Overlay

    Thermal Red Hot

    in over 0.3 s, held at 100%

  • Overlay

    Thermal White Hot

    in over 0.3 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
PaletteHow heat is coloured: white hot, black hot, or a palette from cold to hotWhite HotWhite Hot, Black Hot, Ironbow, Rainbow, Arctic, Red Hot, Green Hot
Warm BodiesHow warm anything drawn into custom depth shows, as a body would: tick Render CustomDepth Pass on whatever should glow; 0 ignores it10 to 1
SensitivityHow far the heat is spread across the palette: more brings out small differences, less flattens them10.2 to 3
Sensor RowsHow many rows of pixels the sensor has, as thermal cameras have few; 0 the screen's own4800 to 2160
NoiseHow much the sensor's grain and the faint stripes of its columns show0.250 to 1
Heat HazeHow much the air shimmers0.150 to 1
HaloHow strongly the sensor rings round anything much warmer or colder than what's next to it0.40 to 1.5
Recalibrates Every (s)How often its shutter closes to recalibrate, the picture going flat for a moment; 0 never00 to 60

Scope#

A rifle scope: the picture magnified inside the tube, a reticle over it, and the scope's shadow closing in as the eye moves off its line; night vision through it too.

  • Overlay

    Scope Both Eyes Open

    in over 0.5 s, held at 100%

  • Overlay

    Scope Cracked

    in over 0.5 s, held at 100%

  • Overlay

    Scope Duplex

    in over 0.5 s, held at 100%

  • Overlay

    Scope German Lit

    in over 0.5 s, held at 100%

  • Overlay

    Scope Mil Dot

    in over 0.5 s, held at 100%

  • Overlay

    Scope Night Vision

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
MagnificationHow many times the scope enlarges the middle of the picture41 to 16
Eye ReliefHow far the eye sits from the eyepiece: further and the scope's shadow closes in sooner as the eye moves off its line0.40 to 1
ReticleThe lines or dot you aim withDuplexDuplex, Mil Dot, German, Dot, Chevron, None
Reticle GlowHow brightly the reticle lights up in the second colour; 0 a plain black one00 to 1
Night VisionNight vision through the scope, in green or white phosphorOffOff, Green, White
Edge DistortionHow much the scope bends and darkens the picture towards its edge0.30 to 1
Around The ScopeWhat shows round the scope: 0 black, 1 the picture, blurred and dimmed, as with both eyes open00 to 1
Moves With YouHow far the scope moves against the eye as the head turns and the camera shakes, 0 not at all10 to 3
Edge BlurHow much the picture softens towards the scope's edge00 to 1
ZoomHow it magnifies: with the camera, narrowing its view so the picture stays sharp at any magnification, or in the picture, keeping the world round the scope as it is for Around The ScopeWith The CameraWith The Camera, In The Picture
AberrationHow far the colours part towards the scope's edge, beyond what its edge distortion parts them00 to 1
Footfall SettleHow hard the scope knocks as each foot lands: a small, quick knock dying away, harder running than walking, and harder again landing from a jump or a fall; 0 none.0.250 to 2
RattleHow much the scope trembles as the wearer moves, more the faster they go: a fine, quick rattle, gone when they stand still or leave the ground; 0 none.0.350 to 2

Binoculars#

Binoculars: two magnified circles merging into one wide view, a fine scale to range with, and the edges darkening as the eyes move off the eyepieces; night vision through them too.

  • Overlay

    Binoculars

    in over 0.5 s, held at 100%

  • Overlay

    Binoculars Mil Scale

    in over 0.5 s, held at 100%

  • Overlay

    Binoculars Night Vision

    in over 0.5 s, held at 100%

  • Overlay

    Binoculars Rangefinder

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
MagnificationHow many times the binoculars enlarge the picture71 to 20
Eye ReliefHow far the eyes sit from the eyepieces: further and the edges darken sooner as the eyes move off their line0.40 to 1
ReticleA scale to range with, or a rangefinder's box and distance lit in the second colourNoneNone, Mil Scale, Rangefinder
Night VisionNight vision through the binoculars, in green or white phosphorOffOff, Green, White
Edge DistortionHow much the eyepieces bend, fringe and darken the picture towards their edge0.30 to 1
Coating TintHow the lens coatings tint the world: above 0 warmer, below 0 cooler0.1-1 to 1
OverlapHow far the two circles overlap: 0 side by side, 1 one circle0.350 to 1
Moves With YouHow far the binoculars move against the eyes as the head turns and the camera shakes, 0 not at all10 to 3
Edge BlurHow much the picture softens towards the eyepieces' edges00 to 1
ZoomHow they magnify: with the camera, narrowing its view so the picture stays sharp at any magnification, or in the picture, as the finished frame enlargedWith The CameraWith The Camera, In The Picture
AberrationHow far the colours part towards the eyepieces' edges, beyond what their edge distortion parts them00 to 1
Footfall SettleHow hard the binoculars knock as each foot lands: a small, quick knock dying away, harder running than walking, and harder again landing from a jump or a fall; 0 none.0.250 to 2
RattleHow much the binoculars tremble as the wearer moves, more the faster they go: a fine, quick rattle, gone when they stand still or leave the ground; 0 none.0.350 to 2

Weapon Sight#

A weapon sight: a holographic or red dot reticle on a window you see the world through, glowing, and drifting a little as the eye moves.

  • Overlay

    Sight Green Reflex

    Weapon Sight, in over 0.35 s, held at 100%

  • Overlay

    Sight Holographic

    Weapon Sight, in over 0.35 s, held at 100%

  • Overlay

    Sight Red Dot

    Weapon Sight, in over 0.35 s, held at 100%

  • Overlay

    Sight Segmented

    Weapon Sight, in over 0.35 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
ReticleThe shape the sight lights upRing And DotDot, Ring And Dot, Chevron, Cross, Segmented Circle
HousingWhat holds the glass: a holographic sight's window, a red dot's round tube, an open reflex sight, or nothingHolographic WindowHolographic Window, Round Tube, Open Reflex, None
Reticle SizeHow big the reticle is, 1 as designed10.2 to 4
BrightnessHow bright the reticle glows1.50 to 5
StarburstHow far the reticle smears into a star, as it does to an astigmatic eye0.150 to 1
Window TintHow much the glass tints the world in the colour0.150 to 1
ParallaxHow far the reticle drifts against the world as the eye moves; a holographic sight hardly at all0.20 to 1
Moves With YouHow far the sight moves against the eye as the head turns and the camera shakes, 0 not at all10 to 3
Footfall SettleHow hard the sight knocks as each foot lands: a small, quick knock dying away, harder running than walking, and harder again landing from a jump or a fall; 0 none.0.250 to 2
RattleHow much the sight trembles as the wearer moves, more the faster they go: a fine, quick rattle, gone when they stand still or leave the ground; 0 none.0.350 to 2

Worn Mask#

Something worn over the face: a gas mask's eyepieces or its visor, a diving mask, welding glass, ski goggles, a helmet's visor, fogging as you breathe.

  • Overlay

    Diving Mask

    Worn Mask, in over 0.7 s, held at 100%

  • Overlay

    Gas Mask

    Worn Mask, in over 0.7 s, held at 100%

  • Overlay

    Gas Mask Cracked

    Worn Mask, in over 0.7 s, held at 100%

  • Overlay

    Gas Mask Panoramic

    Worn Mask, in over 0.7 s, held at 100%

  • Overlay

    Motorcycle Visor

    Worn Mask, in over 0.6 s, held at 100%

  • Overlay

    Ski Goggles

    Worn Mask, in over 0.6 s, held at 100%

  • Overlay

    Space Helmet

    Worn Mask, in over 0.8 s, held at 100%

  • Overlay

    Visor Shattered

    Worn Mask, in over 0.6 s, held at 100%

  • Overlay

    Welding Mask

    Worn Mask, in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
MaskWhat's worn over the faceGas MaskGas Mask, Panoramic Gas Mask, Diving Mask, Welding Mask, Ski Goggles, Motorcycle Visor, Space Helmet
FogHow far breath fogs the glass at its worst0.40 to 1
Breaths A MinuteHow often it breathes on its own clock, fogging and clearing; 0 holds the fog still140 to 40
Breath FromWhat sets the breath: its own clock at Breaths A Minute; the game, with Breathe Out and Set Mask Breath; or the loudness of a sound, with Breathe With Sound. Either way its breath sounds and events follow.Its Own ClockIts Own Clock, The Game, A Sound
Breath Out ShareHow much of each breath on its own clock is breathing out, the fog building0.40.1 to 0.9
Fog Clears (s)How long the fog takes to clear after a breath, lingering longest low on the glass and round its rim1.60.1 to 10
ScratchesHow scratched the glass is0.30 to 1
DirtHow smeared and dirty the glass is0.250 to 1
DropletsHow many drops of water sit on the glass00 to 1
TintHow much the glass tints the world in the colour0.20 to 1
Moves With YouHow far the mask shifts on the face as the head turns and the camera shakes, 0 not at all0.60 to 3
Edge BlurHow much the picture softens towards the glass's edge, where the eye can't focus00 to 1
Lens DistortionHow far the glass bends the picture towards its edge, on top of a curved visor's own bend00 to 1
AberrationHow far the colours part towards the glass's edge00 to 1
BeadsHow many beads of water gather where the glass fogs most, each a tiny lens0.40 to 1
Fog GrainHow grainy the fog looks close to, its fine droplets catching the light0.50 to 1
Footfall SettleHow hard the mask knocks as each foot lands: a small, quick knock dying away, harder running than walking, and harder again landing from a jump or a fall. It's on the face and moves with it, so a little goes a long way; 0 none.0.250 to 2
RattleHow much the mask trembles as the wearer moves, more the faster they go: a fine, quick rattle, gone when they stand still or leave the ground; 0 none.0.350 to 2

Lenses and film stocks#

The camera's own glass and film: anamorphic streaks, old lenses and their swirl, orthochromatic film, fisheye and tilt shift, everyday cameras, and dirt, a drop or patterned glass in front of the lens.

Anamorphic Lens#

A cinema anamorphic lens: straight lines bowing out, the corners softening, an oval vignette, and long streaks across from the lights.

  • Overlay

    Anamorphic

    in over 0.5 s, held at 100%

  • Overlay

    Anamorphic Gold Streaks

    in over 0.5 s, held at 100%

  • Overlay

    Anamorphic Widescreen

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
SqueezeThe lens's squeeze: 2 is the classic, 1.33 and 1.5 gentler. More bows the lines further and stretches the streaks21 to 2
BowHow far straight lines bow out towards the edges0.40 to 1
StreaksHow bright the streaks across from the lights are0.50 to 1
Streak LengthHow far the streaks reach, as a share of the screen's width0.50.05 to 1
Edge SoftnessHow soft the edges go, more across than down0.40 to 1
Oval VignetteHow dark the edges go, in the oval an anamorphic draws0.350 to 1
LetterboxBars to a wide frame: 0 none, 1 the 2.39 to 1 of a scope print00 to 1
MumpsHow much the middle swells, as faces close to an anamorphic do0.150 to 1

Vintage Lens#

An old cinema lens: a glow round the highlights with red halation at their edges, soft edges that swirl, and the blacks lifted as through a diffusion filter.

  • Overlay

    Classic Cinema Lens

    Vintage Lens, in over 0.5 s, held at 100%

  • Overlay

    Diffusion Filter

    Vintage Lens, in over 0.5 s, held at 100%

  • Overlay

    Vintage Lens

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
GlowHow far the highlights bloom into what's round them0.40 to 1
HalationHow strong the colour bleeding off the highlights' edges is, as film's halation0.350 to 1
SoftnessHow soft the whole picture is0.250 to 1
SwirlHow far the edges blur round the middle, as an old portrait lens swirls0.30 to 1
VignetteHow dark the edges go0.40 to 1
WarmthHow warm the picture is, below 0 cooler0.2-1 to 1
Lifted BlacksHow far the blacks lift towards grey, as through a diffusion filter0.150 to 1
FringingHow far the colours part at the edges0.30 to 1

Petzval Lens#

An old portrait lens: sharp in the middle, everything round it swirling out of focus about the middle, its highlights drawn into cat's eyes, the background most.

  • Overlay

    Petzval

    in over 0.5 s, held at 100%

  • Overlay

    Petzval Portrait

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
SwirlHow far the picture smears round the middle10 to 3
Sharp Middle (%)How big the sharp middle is, in percent of the screen's height out from the centre250 to 100
BlurHow far out of focus the edges go0.80 to 2
Background OnlyHow far the swirl is kept to what's beyond the focus distance, as a real lens's would be; 0 everywhere alike00 to 1
Focus Distance (m)How far away the lens is focused, in metres, for Background Only30.1 to 100
VignetteHow dark the corners go0.50 to 1
GlowHow much the highlights glow0.20 to 1
HighlightsHow far bright spots spread through the smear, as an old lens draws them into cat's eyes0.50 to 1

Orthochromatic Film#

Orthochromatic film, blind to red: reds go dark and blue skies burn out, contrasty, grainy and flickering, toned if you like.

  • Overlay

    Cyanotype

    Orthochromatic Film, in over 0.5 s, held at 100%

  • Overlay

    Orthochromatic

    in over 0.5 s, held at 100%

  • Overlay

    Orthochromatic Sepia

    in over 0.5 s, held at 100%

  • Overlay

    Selenium Print

    Orthochromatic Film, in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
Red SensitivityHow much the film sees red: 0 none, as true orthochromatic film, 1 all, as modern black and white0.050 to 1
ContrastHow far the lights and darks are pushed apart1.250.5 to 2.5
GrainHow grainy the film is0.30 to 1
Skies Burn OutHow far blue burns out to white, as skies did on early film0.50 to 1
ToneHow the print is tonedNeutralNeutral, Sepia, Cyanotype, Selenium
HalationHow much the highlights bloom0.250 to 1
VignetteHow dark the corners go0.350 to 1
FlickerHow much the exposure flickers from frame to frame0.150 to 1

Fisheye Lens#

A fisheye: the picture bent round towards a hemisphere, filling the frame or inside a circle.

  • Overlay

    Fisheye

    in over 0.5 s, held at 100%

  • Overlay

    Fisheye Circle

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
ShapeFilling the frame, or a circle in the middle of itFills The FrameFills The Frame, Circle
BendHow far the picture bends round, 1 a whole half of a sphere0.70 to 1
ZoomHow close it comes in, 1 as it falls10.5 to 2
VignetteHow dark the edges go0.30 to 1
FringingHow far the colours part at the edges0.30 to 1
Circle SizeWith a circle: how much of the screen's height it fills0.950.4 to 1.4

Tilt Shift#

Tilt shift: one band in focus and the rest blurring away from it, the colours pushed, so the world looks like a model of itself.

  • Overlay

    Tilt Shift

    in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
Focus At (%)Where the band in focus sits, in percent of the way down the screen550 to 100
Focus Band (%)How tall the band in focus is, in percent of the screen151 to 80
BlurHow far the picture blurs away from the band0.60 to 1
SaturationHow rich the colours are, 1 as they are1.350 to 2
ContrastHow far the lights and darks are pushed apart, 1 as they are1.150.5 to 2
VignetteHow dark the edges go0.250 to 1

Everyday Camera#

An everyday camera: a pinhole, a toy camera, a security camera, an action camera or a webcam, each with its own faults.

  • Overlay

    Action Camera

    Everyday Camera, in over 0.5 s, held at 100%

  • Overlay

    Pinhole Camera

    Everyday Camera, in over 0.5 s, held at 100%

  • Overlay

    Security Camera

    Everyday Camera, in over 0.5 s, held at 100%

  • Overlay

    Toy Camera

    Everyday Camera, in over 0.5 s, held at 100%

  • Overlay

    Webcam

    Everyday Camera, in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
CameraWhich camera, each with its own faultsPinholePinhole, Toy Camera, Security Camera, Action Camera, Webcam
DistortionHow far its lens bends the picture0.50 to 1
VignetteHow dark the edges go0.50 to 1
NoiseHow noisy the picture is0.30 to 1
Colour CastHow far its colour drifts to the colour0.40 to 1
BlurHow soft its picture is0.30 to 1
Light LeaksHow much light leaks in at the edges0.30 to 1
ScanlinesHow far the picture breaks into lines and blocks, as video squeezed down a wire does0.20 to 1

Dirty Lens#

The camera's own glass dirtied: smudges and fingerprints, dust, rain sitting and running down, or cracks spreading from a hit, glowing where bright light is behind them.

  • Impact

    Cracked Lens

    Dirty Lens, 0.04 s in, 2.5 s held, 0.8 s out

  • Overlay

    Cracked Visor

    Dirty Lens, in over 0.35 s, held at 100%

  • Overlay

    Dirty Lens

    in over 0.35 s, held at 100%

  • Overlay

    Dusty Lens

    Dirty Lens, in over 0.35 s, held at 100%

  • Overlay

    Rain On The Lens

    Dirty Lens, in over 0.35 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
DirtWhat's on the glass: greasy smudges, dust, rain sitting and running down, cracks spreading from the centre, or a greyscale texture of your own, white the dirtSmudgesSmudges, Dust, Rain, Cracked, Your Own Texture
CoverageHow much of the glass it covers at full amount0.50 to 1
SizeHow big the smudges, specks, drops or cracks are, 1 as designed10.25 to 4
Catches The LightHow brightly the dirt glows where there's bright light behind it1.50 to 4
Light ReachHow far round it the dirt gathers that light from0.40 to 1
RefractionHow much drops and cracks bend the picture behind them0.50 to 1
Run SpeedHow fast drops run down the glass and smudges drift; 0 holds them still0.30 to 2
HazeHow much the dirty glass veils the whole picture with its light0.10 to 1

Lens Drop#

One big drop landed on the lens, like rain on a window or blood in the eye: it bends what's behind it as a lens does and blurs it, a softer blur spreads round it, its rim is darker, and its colour stains what's seen through it (deep red for blood, near white for water).

Its own settings:

SettingWhat it doesStarts atTakes
SizeHow big the drop is: how far from its middle to its rim, a share of the screen's height, 0.16 about a sixth0.160.03 to 0.5
RefractionHow much the drop swells the picture behind it, as a lens does: most in its middle, none at its rim0.60 to 1
BlurHow blurred the picture is through the drop, and how soft its edge0.450 to 1
SpreadHow far a softer blur spreads round the drop, a share of its size: 0.5 half as far again0.50 to 2
EdgeHow dark the drop's rim is0.50 to 1
StainHow much the drop's colour stains what's seen through it: a lot for blood, hardly any for water0.60 to 1
GlintHow bright the light catching the top of the drop is0.150 to 1
LumpyHow far its outline wanders from a circle0.50 to 1

Patterned Glass#

Looking through patterned glass: reeded ribs, glass blocks, hammered dimples, frosting, ripples or a normal map of your own, bending the picture, parting its colours and catching the light.

  • Overlay

    Frosted Glass

    Patterned Glass, in over 0.35 s, held at 100%

  • Overlay

    Glass Blocks

    Patterned Glass, in over 0.35 s, held at 100%

  • Overlay

    Reeded Glass

    Patterned Glass, in over 0.35 s, held at 100%

  • Overlay

    Rippled Glass

    Patterned Glass, in over 0.35 s, held at 100%

  • Transition

    Reeded Pane

    Patterned Glass, 0.6 s in, 0 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
GlassRibbed reeded glass, glass blocks, hammered dimples, frosted, rippled, or a normal map of your ownReededReeded, Glass Blocks, Hammered, Frosted, Rippled, Your Own Normal Map
Pattern Size (%)How big the ribs, blocks or dimples are, in percent of the screen's height30.5 to 25
BendHow hard the glass bends the picture10 to 2
Colour SplitHow far the colours part through the glass0.30 to 1
FrostHow much fine frosting scatters the picture0.150 to 1
ShineHow brightly the glass's ridges catch the light, in the second colour0.30 to 2
ArrivesThe pattern deepens where it is, or a pane slides in across the picture along the directionDeepens In PlaceDeepens In Place, Slides Across
TintHow much the glass tints the world in the colour0.10 to 1

Grade and mood#

The colour and texture of the whole picture, to set a mood and hold it: grades, turned hues, grain, vignettes and fog.

Colour Grade#

A colour grade: a look-up table of your own, and exposure, contrast, saturation and warmth; the colour's hue in the darks and the second colour's in the lights.

  • Impact

    Pinch

    Colour Grade, 0.06 s in, 0.04 s held, 0.35 s out

  • Impact

    Screen Crack

    Colour Grade, 0.06 s in, 2.5 s held, 0.8 s out

  • Impact

    Screen Shake

    Colour Grade, 0.03 s in, 0.1 s held, 0.4 s out

  • Overlay

    Black And White

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Bleach Bypass

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Bleached

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Cold

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Comic Punch

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Day For Night

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Golden Hour

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Horror Green

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Moonlit Blue

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Noir

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Teal And Orange

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Vibrant

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Warm

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Heat Haze

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Twitch

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Underwater

    Colour Grade, in over 0.6 s, held at 100%

  • Overlay

    Wobble

    Colour Grade, in over 0.6 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
ExposureHow much brighter or darker, in stops0-3 to 3
ContrastHow far the lights and darks are pushed apart, 1 as they are10 to 2
SaturationHow rich the colours are, 1 as they are, 0 none10 to 2
WarmthWarmer towards orange, or below 0 cooler towards blue0-1 to 1
TintTowards magenta, or below 0 towards green0-1 to 1
LiftHow far the darks rise, or below 0 sink0-0.2 to 0.2
GammaHow bright the middle tones are, 1 as they are10.4 to 2.5
GainHow bright the lights are, 1 as they are10.4 to 2

Colour Shift#

The picture's colours turned round the colour wheel, cycling, mapped to brightness as false colour, or drained of all but one colour.

  • Impact

    Hue Flash

    Colour Shift, 0.04 s in, 0.06 s held, 0.25 s out

  • Overlay

    Colour Cycle

    in over 0.35 s, held at 100%

  • Overlay

    False Colour

    in over 0.35 s, held at 100%

  • Overlay

    Keep The Red

    Colour Shift, in over 0.35 s, held at 100%

  • Overlay

    Other Realm

    Colour Shift, in over 0.35 s, held at 100%

  • Overlay

    Vibrance

    Colour Shift, in over 0.35 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
Hue Turn (deg)How far every colour turns round the colour wheel60-180 to 180
Cycle (turns/s)Keeps turning the colours round, in whole turns a second; below 0 the other way0-2 to 2
RainbowHow many times round the wheel the colours run from the darks to the lights, as false colour; 0 none00 to 4
One ColourKeep only the colour's hue in colour and the rest grey, or drain just that hueOffOff, Keep The Colour, Drain The Colour
Hue Range (deg)How wide a slice of the colour wheel counts as the colour305 to 180
Range SoftnessHow gently the kept colour gives way to grey0.50 to 1
VibranceLifts the dullest colours most and leaves rich ones; below 0 mutes them0-1 to 1
SaturationHow rich the colours are, 1 as they are10 to 2

Grain#

Grain over the picture: film's in the mid-tones, a sensor's in the shadows, a set's static, or sparkling sand; taking the picture over as a transition.

  • Overlay

    Film Grain

    in over 0.35 s, held at 100%

  • Overlay

    Heavy Grain

    in over 0.35 s, held at 100%

  • Overlay

    Sand

    Grain, in over 0.35 s, held at 100%

  • Overlay

    Sensor Noise

    Grain, in over 0.35 s, held at 100%

  • Transition

    Disintegrate

    Grain, 0.5 s in, 0 s held, 0.5 s out

  • Transition

    Static

    Grain, 0.35 s in, 0 s held, 0.35 s out

Its own settings:

SettingWhat it doesStarts atTakes
KindFilm's soft grain in the mid-tones, a sensor's noise in the shadows, a set's static between the two colours, or sand sparkling in the lightsFilm GrainFilm Grain, Sensor Noise, Static, Sand
GrainHow strong the grain is0.250 to 1
Grain Size (px)How big each grain is, in pixels on a screen 1080 high1.50.5 to 8
Colour GrainHow much each colour has its own grain; 0 the same in all three0.150 to 1
SoftnessHow soft and clumped the grain is; 0 crisp single grains0.30 to 1
Frames A SecondHow often the grain changes241 to 60, whole numbers
Takes OverAt full amount, how far noise in the two colours replaces the picture. As a transition it always takes over by the cut.00 to 1
FlickerHow much the brightness flickers from frame to frame00 to 1

Vignette#

The picture's edges darkened or tinted in a shape, soft or ragged, held still or beating like a heart.

  • Impact

    Dark Pulse

    Vignette, 0.05 s in, 0.05 s held, 0.5 s out

  • Impact

    Hit Blood Smear

    Vignette, 0.05 s in, 0.6 s held, 1.6 s out

  • Impact

    Hit Red

    Vignette, 0.06 s in, 0.15 s held, 0.7 s out

  • Overlay

    Low Health

    Vignette, in over 0.35 s, held at 100%

  • Overlay

    Player Spotlight

    Vignette, in over 0.35 s, held at 100%

  • Overlay

    Vignette

    in over 0.35 s, held at 100%

  • Overlay

    Vignette Burnt

    in over 0.35 s, held at 100%

  • Transition

    Vignette Close

    0.6 s in, 0 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
ShapeThe shape it closes in: round, the screen's own oval, a rounded rectangle, a film gate's squarer one, or a greyscale texture of your own, white staying clearOvalRound, Oval, Rounded Rectangle, Film Gate, Your Own Texture
Clear To (%)How far out the picture stays clear, in percent of the way from the centre to the furthest corner550 to 150
Feather (%)How far the darkening takes to reach its depth, in the same percent551 to 150
Paint Over0 darkens the picture through the colour, as a filter would; 1 paints the colour over it00 to 1
RaggedHow ragged and blotchy its edge is, as if burnt in by hand00 to 1
Beats A MinuteA pulse like a heartbeat, in beats a minute; 0 holds it still00 to 200, whole numbers
Beat DepthHow far in each beat pushes it0.350 to 1
ClosesAt full amount, how far it closes over the whole picture: 0 holds the vignette, 1 closes it to the colour. As a transition it always closes by the cut.00 to 1
One Side0 darkens every edge; 1 only the side Direction faces, which Play Impact From turns towards whatever struck00 to 1
Side Width (deg)How wide the side it darkens is, round the centre12020 to 360

Fog#

Fog by real distance: from the camera as distance fog, or from a point in the world as a pool of light, drifting in banks, thinning with height, and rolling in to cover as a transition.

  • Overlay

    Distance Fog

    in over 0.35 s, held at 100%

  • Overlay

    Far Glow

    Fog, in over 0.35 s, held at 100%

  • Overlay

    Ground Mist

    Fog, in over 0.35 s, held at 100%

  • Overlay

    Pool Of Light

    Fog, in over 0.35 s, held at 100%

  • Transition

    Darkness Closes In

    Fog, 1.2 s in, 0 s held, 1.2 s out

  • Transition

    Fog Rolls In

    1 s in, 0.2 s held, 1 s out

Its own settings:

SettingWhat it doesStarts atTakes
Measured FromFrom the camera, as distance fog; or from the look's centre in the world (the player, where it's played, or whatever is at the spot), which with a dark colour makes a pool of light round itThe CameraThe Camera, The Centre
Clear Up To (m)How far it stays clear, in metres50 to 1000
Thickest At (m)Where it reaches its thickest, in metres800.1 to 5000
ThicknessHow much of the colour shows where it's thickest0.850 to 1
DriftHow much it breaks into banks that drift0.250 to 1
Drift SpeedHow fast the banks drift, in metres a second0.50 to 10
Height Fade (m)How quickly it thins with height above where it's measured from; 0 the same at every height00 to 200
Rolls InAt full amount, how far it closes in: 0 stays where it's set, 1 closes right in until nothing shows. As a transition it always rolls in by the cut.00 to 1

Drawn and redrawn#

The picture made into something else: a few colours dithered, pencil and ink, characters on a grid or falling down the world's own walls, words, mirrors, a picture inside itself, a picture still loading.

Retro Palette#

The picture brought down to a few colours, dithered and in big pixels: two colours, four greens, an early computer's four, eight, posterised, a heat map or your own.

  • Overlay

    Early Computer

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Eight Colours

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Four Greens

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Gradient Map

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Heat Map

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Line Dither

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    One Bit

    Retro Palette, in over 0.35 s, held at 100%

  • Overlay

    Posterise

    Retro Palette, in over 0.35 s, held at 100%

  • Transition

    Palette Crumble

    Retro Palette, 0.5 s in, 0 s held, 0.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
PaletteThe colours it's brought down to: two of your own, four greens, an early computer's black, magenta, cyan and white, eight colours, the picture's own posterised, a heat map, or your own listTwo ColoursTwo Colours, Four Greens, Four Colour Computer, Eight Colours, The Picture's Own, Heat Map, Your Own Colours
StepsHow many shades it uses, dark to light along the palette (or for each colour of the picture's own); more than the palette has fills in shades between, as a gradient map42 to 32, whole numbers
DitherHow much it mixes neighbouring shades in a pattern rather than banding0.60 to 1
Dither PatternThe pattern the shades are mixed inOrderedOrdered, Lines, Crosshatch, Dots, Noise, Your Own Texture
Pattern ScaleHow many of its pixels each step of the pattern covers11 to 8, whole numbers
Pixel Size (px)How big its pixels grow at full amount, on a screen 1080 high; 1 leaves them as they are11 to 32
BrightnessLifts or lowers the picture before it's mapped0-1 to 1
ContrastPushes the lights and darks apart before it's mapped, 1 as they are10 to 3

Sketch#

The picture redrawn by hand: outlines round things and shading laid in as crossing strokes on paper, in pencil, ink, engraving or coloured pencil, the lines boiling as they're redrawn.

  • Overlay

    Coloured Pencil

    Sketch, in over 0.35 s, held at 100%

  • Overlay

    Engraving

    Sketch, in over 0.35 s, held at 100%

  • Overlay

    Ink Hatching

    Sketch, in over 0.35 s, held at 100%

  • Overlay

    Pencil Sketch

    in over 0.35 s, held at 100%

  • Transition

    Sketched Out

    0.8 s in, 0 s held, 0.8 s out

Its own settings:

SettingWhat it doesStarts atTakes
StylePencil, crisp ink hatching, fine engraved lines that swell with the shading, or coloured pencil in the picture's own coloursPencilPencil, Ink Hatching, Engraving, Coloured Pencil
Line Spacing (px)How far apart the strokes are, in pixels on a screen 1080 high62 to 20
LayersHow many layers of strokes cross in the darkest parts31 to 3, whole numbers
OutlinesHow strong the outlines round things are10 to 2
WobbleHow much the strokes waver, drawn fresh each drawing0.40 to 1
Drawings A SecondHow often it's redrawn, so the lines boil as hand-drawn animation does81 to 24, whole numbers
Paper GrainHow much the paper's grain shows0.30 to 1
ShadingHow dark the shading is drawn, 1 as the picture is10 to 2

Text Screen#

The picture redrawn in characters on a grid, as an old computer's text screen: denser characters in the lights, shaded blocks, ones and noughts, or columns of falling code.

  • Overlay

    Falling Code

    Text Screen, in over 0.35 s, held at 100%

  • Overlay

    Shaded Blocks

    Text Screen, in over 0.35 s, held at 100%

  • Overlay

    Terminal

    Text Screen, in over 0.35 s, held at 100%

  • Overlay

    Text Screen

    in over 0.35 s, held at 100%

  • Transition

    Decode

    Text Screen, 0.6 s in, 0 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
StyleCharacters denser with brightness, shaded blocks, ones and noughts, or columns of code falling through the pictureCharactersCharacters, Shaded Blocks, Binary, Falling Code
Cell Size (px)How tall each character is, in pixels on a screen 1080 high124 to 48
ColouringThe characters in the picture's own colours, in the second colour, or in the second colour as bright as the pictureThe Picture's ColoursThe Picture's Colours, Second Colour, Second Colour By Brightness
Picture BehindHow much of the picture shows faintly behind the characters0.10 to 1
ContrastPushes the lights and darks apart before the characters are chosen1.20 to 3
FlickerHow often a character changes at random0.050 to 1
Fall SpeedFor falling code: how fast it falls, in characters a second140 to 60
ScanlinesHow dark an old screen's lines run across it00 to 1

World Code#

The world made of falling code: characters laid on every surface, in columns falling down walls and running across floors, each column's head bright and its trail dimming, the outlines of things lit and the rest dark.

  • Overlay

    World Code

    in over 0.8 s, held at 100%

  • Transition

    Into The Code

    World Code, 0.7 s in, 0.1 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
Character Size (cm)How tall each character is on the surfaces, in centimetres122 to 100
Fall SpeedHow fast the columns fall, in characters a second70.5 to 40
Trail LengthHow many characters each column's trail runs behind its head142 to 60
OutlinesHow brightly the edges of things are lit, so their shapes read0.80 to 2
Picture ShowsHow much the picture's own light shades the code0.350 to 1
DensityHow many of the columns are falling at once0.60.05 to 1
Head GlowHow bright each column's leading character is10 to 2
ChangesHow often the characters change as they fall0.40 to 1

Text#

Text as a window: the picture showing through the letters, or the letters cut out of it, in any font.

  • Overlay

    Text Cut Out

    in over 0.6 s, held at 100%

  • Overlay

    Text Window

    in over 0.6 s, held at 100%

  • Transition

    Text Zoom

    0.8 s in, 0.2 s held, 0.8 s out

Its own settings:

SettingWhat it doesStarts atTakes
Slow ZoomHow fast the words grow while they're up, as a share of their size a second00 to 0.3
Edge GlowHow bright a glow round the letters' edges is, in the second colour00 to 1

Mirror#

The picture folded onto itself: one half reflected onto the other or four ways, turned upside down or back to front, repeated as tiles, or cut into panels each showing the whole view.

  • Impact

    Mirror Snap

    0.05 s in, 0.1 s held, 0.3 s out

  • Overlay

    Mirror World

    in over 0.35 s, held at 100%

  • Overlay

    Tiles

    Mirror, in over 0.35 s, held at 100%

  • Overlay

    Triptych

    Mirror, in over 0.35 s, held at 100%

  • Overlay

    Upside Down

    Mirror, in over 0.5 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
StyleWhich way it folds: one half reflected onto the other, four ways, turned upside down or back to front, repeated as tiles, or cut into panels each showing the whole viewLeft Onto RightLeft Onto Right, Right Onto Left, Top Onto Bottom, Bottom Onto Top, Four Ways, Upside Down, Back To Front, Tiles, Panels
Mirror At (%)Where the mirror stands at full amount, in percent of the way across (or down)500 to 100
CountHow many tiles each way, or panels across32 to 12, whole numbers
TilesTiles repeated as they are, or every other one mirrored so they meet seamlesslyMirroredRepeated, Mirrored
GapA line of the colour between tiles and panels and along a mirror, as a share of the screen's height00 to 0.05
Panel ShiftHow far each panel's view moves to show the middle of the picture, 1 all the way10 to 1
Flip DepthHow far the picture swings back as it turns over0.50 to 1
Line GlowHow brightly the mirror's line catches the light, in the second colour00 to 2

Endless Zoom#

The picture holds a copy of itself, which holds another, without end, zooming in for ever; or, blending, the new shot is a window in the old one and we fly into it.

  • Overlay

    Endless Spiral

    in over 0.35 s, held at 100%

  • Overlay

    Endless Zoom

    in over 0.35 s, held at 100%

  • Overlay

    Porthole

    Endless Zoom, in over 0.35 s, held at 100%

  • Transition

    Into The Picture

    Endless Zoom, blends over 1 s

Its own settings:

SettingWhat it doesStarts atTakes
Copy SizeHow big each copy of the picture is inside the last, as a share of it; blending, how big the window starts0.50.1 to 0.9
Zoom SpeedHow fast it zooms in, in copies a second; below 0 it zooms out0.4-2 to 2
Turn (deg)How far each copy is turned against the last, so they spiral0-45 to 45
BorderA frame of the colour round each copy, as a share of the screen's height; 0 none0.0060 to 0.05
ShapeCopies in the screen's shape, or roundThe ScreenThe Screen, Round
Fade InwardHow much each copy fades towards the colour, deeper in0.150 to 1
Colour Drift (deg)How far round the colour wheel each copy's colours turn against the last0-60 to 60

Progressive Load#

The picture arriving as an image does over a slow connection: rows coming in in bursts, the rest the last row smeared down, coarse blocks waiting to sharpen, or every eighth row first.

  • Overlay

    Stuck Loading

    Progressive Load, in over 0.35 s, held at 45%

  • Transition

    Interlaced

    Progressive Load, 0 s in, 0 s held, 0.9 s out

  • Transition

    Loading

    Progressive Load, blends over 1.2 s

  • Transition

    Slow Connection

    Progressive Load, 0.4 s in, 0 s held, 1.4 s out

Its own settings:

SettingWhat it doesStarts atTakes
StyleThe part still to load: the last row smeared down, coarse blocks waiting to sharpen, or every eighth row first, filling inSmearedSmeared, Blocks First, Interlaced
StallsHow unevenly it loads, stalling and bursting as a slow connection does0.40 to 1
Rows At A Time (px)How many rows each burst brings in, in pixels on a screen 1080 high81 to 64
Line GlowHow brightly the loading edge glows, in the second colour0.30 to 2
Waiting ColourHow far the part still to load fades to the colour: 0 the smeared picture, 1 plain colour00 to 1
JitterHow much the waiting part shivers sideways, row by row0.20 to 1

In the world and in the head#

What is happening round the player or to them: a pulse sent out through the world, listening for who is near through the walls, a shield round them, a blow that leaves them dazed, veins creeping in as they weaken.

Sonar Pulse#

A pulse sent out through the world from a point: a shell of light lighting surfaces and edges as it passes, lines left in its wake, and the dark ahead of it if asked.

  • Impact

    Shock Front

    Sonar Pulse, 0.05 s in, 1.2 s held, 0.4 s out

  • Impact

    Sonar Pulse

    0.05 s in, 1.5 s held, 0.5 s out

  • Overlay

    Echolocation

    Sonar Pulse, in over 0.35 s, held at 100%

  • Overlay

    Scanner

    Sonar Pulse, in over 0.35 s, held at 100%

  • Transition

    Sonar Sweep

    0.9 s in, 0 s held, 0.6 s out

Its own settings:

SettingWhat it doesStarts atTakes
Speed (m/s)How fast the pulse travels out through the world, in metres a second401 to 300
Reach (m)How far it goes before it has faded away, in metres601 to 2000
Ring Width (m)How deep the shell of light is, in metres1.50.05 to 20
Lines Every (m)Lines left on the world behind it at this spacing, in metres; 0 none20 to 20
WakeHow strongly what it has passed is tinted in the colour, fading behind it0.350 to 1
Every (s)Sends another pulse this often while it's playing; 0 sends one00 to 20
OutlinesHow brightly the edges of things light up as it passes0.60 to 2
Dark AheadHow dark the world is where the pulse hasn't reached; 1 shows nothing but what it lights00 to 1

Listen#

Listening: the world drained to a cold grey and darkened, and the people it can hear drawn through walls as light; near ones as their own shapes with a glow, further ones spreading into softer, fainter blobs. While it plays, every pawn but the player's draws itself into custom depth, so they all show (anything else you draw into custom depth shows too).

  • Overlay

    Listen

    in over 0.4 s, held at 100%

  • Overlay

    Listen Keen

    in over 0.4 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
DrainHow much of the world's own colour drains away, leaving it in the colour's cold grey0.90 to 1
DarkenHow much darker the world goes, and darker still towards the edges and into the distance0.60 to 0.95
Blobs From (m)How far away characters have spread fully into soft blobs, in metres; nearer ones keep more of their own shapes252 to 200
Blob SizeHow wide the blob a far character spreads into is, as a share of the screen's height, however small it is on screen0.050.01 to 0.2
FadeHow faint the furthest are: 0 as bright as the nearest, 1 gone0.550 to 1
GlowHow strongly a near character glows round its shape0.60 to 2
RippleA ring of sound sweeping out through the world from where it's played as it begins; 0 none0.60 to 1
World BlurHow soft the world goes, as a share of the screen's height0.0020 to 0.02
ShimmerHow much the characters' light shimmers0.250 to 1
Characters Show ThemselvesWhile it plays, every pawn but the player's draws itself into custom depth (and the player's doesn't), so all of them show; Off shows only what you draw into custom depth yourselfOnOff, On

Force Field#

A bubble round the viewer: a faint lattice fixed to the world's directions, glowing and bending at its rim, rippling where it's struck and flickering as it fails.

  • Impact

    Shield Hit

    Force Field, 0.05 s in, 0.1 s held, 0.6 s out

  • Overlay

    Failing Shield

    Force Field, in over 0.35 s, held at 100%

  • Overlay

    Shield Bubble

    Force Field, in over 0.35 s, held at 100%

Its own settings:

SettingWhat it doesStarts atTakes
Cell Size (deg)How big the bubble's cells are, as an angle across your view82 to 30
LinesHow bright the lines between the cells are0.40 to 2
RimHow strongly the bubble glows where you look along it, towards the screen's edges10 to 2
BendHow much the bubble bends the picture near its rim0.30 to 1
Hit RippleHow strongly it ripples out from where it's struck, the look's centre0.50 to 1
FlickerHow much it flickers and drops out, as a failing shield00 to 1
Crawl SpeedHow fast light crawls along its lines0.50 to 4
TintHow much it tints the world in the colour0.150 to 1

Dazed#

Not seeing straight: a second image drifting apart and back, the picture swaying and rippling, blurring and the edges closing in on the beat, colours swimming.

  • Impact

    Stunned

    Dazed, 0.05 s in, 0.3 s held, 2 s out

  • Overlay

    Concussed

    Dazed, in over 0.35 s, held at 100%

  • Overlay

    Drunk

    Dazed, in over 0.35 s, held at 100%

  • Overlay

    Hallucinating

    Dazed, in over 0.35 s, held at 100%

  • Overlay

    Poisoned

    Dazed, in over 0.35 s, held at 100%

  • Transition

    Pass Out

    Dazed, 2 s in, 0 s held, 1.5 s out

Its own settings:

SettingWhat it doesStarts atTakes
Double VisionHow far a second image drifts from the first, at its widest0.50 to 1
SwayHow far the whole picture sways and tilts0.40 to 1
WobbleHow much the picture ripples like liquid0.30 to 1
Blur PulsesHow much it blurs, coming and going with the beat0.30 to 1
Beats A MinuteThe beat the blur and the closing edges follow; 0 for a slow swell instead400 to 200, whole numbers
Closing InHow far the edges close in towards the colour on each beat. As a transition they close completely by the cut.0.30 to 1
Colour SwimHow far the colours swim round the colour wheel00 to 1
SpeedHow fast it all moves, 1 as designed10.1 to 4

Veins#

Veins creeping in from the edges, branching and tapering, swelling and flushing with each heartbeat: low health, pain, a hit from one side, poison or infection. The amount is how far in they've crept.

  • Impact

    Veins Hit

    0.08 s in, 0.25 s held, 0.9 s out

  • Impact

    Veins Hit Poison

    0.1 s in, 0.4 s held, 1.4 s out

  • Overlay

    Veins Infection

    in over 0.35 s, held at 100%

  • Overlay

    Veins Low Health

    in over 0.35 s, held at 100%

  • Overlay

    Veins Pain

    in over 0.35 s, held at 100%

  • Overlay

    Veins Poison

    in over 0.35 s, held at 100%

  • Transition

    Bleed Out

    Veins, 1.6 s in, 0.4 s held, 1.2 s out

Its own settings:

SettingWhat it doesStarts atTakes
VeinsHow many big veins come in round the view; their branches and capillaries come between them123 to 40, whole numbers
Run StraightHow straight they run in towards the centre: 0 wandering, 1 nearly straight0.350 to 1
Creeps In (%)How far in they grow by full amount, in percent of the way from the edge to the centre. They stay where they lie and grow along themselves as the amount rises.450 to 90
WiggleHow much they twist and wind as they come0.80 to 2
Beats A MinuteA pulse like a heartbeat, in beats a minute: each beat swells them and flushes their middles with the second colour; 0 holds them still720 to 200, whole numbers
Beat DepthHow far each beat swells them and pushes them in0.50 to 1
ThicknessHow thick they are at the edge; they thin to fine tips inwards10 to 3
BranchingHow strongly the smaller veins forking off them show0.70 to 1
CrawlHow fast they writhe where they lie, still at 00.150 to 2
One Side0 comes in from every edge; 1 only from the side Direction faces, which Play Impact From turns towards whatever struck00 to 1
Side Width (deg)How wide the side they come in from is, round the centre12020 to 360
CapillariesHow strongly the fine capillaries between the veins show, near the edge0.60 to 1
ShadeHow far the edges darken between the veins, towards their colour0.50 to 1
Paint Over0 darkens the picture through the veins' colour; 1 paints them over it0.60 to 1
RaisedHow raised they look, lit along one side and shadowed along the other0.40 to 1
Edge BlurHow much the picture blurs towards the edge where they are00 to 1
Drain ColourHow much colour drains from the whole picture00 to 1
Tips UnevenHow unevenly far each vein grows in0.50 to 1

Your own#

A material of your own driven by the same timing, or no look at all.

Your Own Material#

A post process material of your own, given Amount, Phase, Colour and Strength.

Cut#

No effect: a straight cut, with its sounds and timing.

  • Transition

    Sound Leads

    Cut, 0 s in, 0.5 s held, 0 s out

  • Transition

    Sound Lingers

    Cut, 0 s in, 0 s held, 0.5 s out