FX Rack

Fifty-two live effects over any visualizer, in Visualizer and Performer mode — your camera, a screen, a video or an image as a visual source, tracking looks on faces, hands and bodies, particles pouring from your mouth or hands, fisheye, kaleidoscope, mirror fold, Droste zoom, ripples, raindrops, slit-scan, glow, lens streaks, glitch, CRT, feedback, hex tile, halftone, dither, ASCII, a thermal camera, X-ray, invert, zoom, blur and more — each one playable from MIDI, OSC or the music.

Open Performer mode ↗
Default demo track · live audio-reactive settings

The FX Rack runs effects over whatever is showing — any visualizer or shader, and your camera, a screen, a video or an image if you put one under them. Switch effects on, put them in the order you want, and play them: every control can follow the music, and in Performer mode be learned to a MIDI knob or driven by an OSC message.

  1. In Visualizer mode, open EFFECTS at the bottom of the settings column. In Performer mode, click the FX Rack button (the sparkle) in the control bar.
  2. Under ADD AN EFFECT (A to Z), click an effect to add it. It joins the bottom of the list and its controls open below. Press the star beside an effect to keep it at the top of the grid, so the ones you use most are always in the same place. LOOKS and ADD AN EFFECT fold away with their headers; starred effects stay visible even when the grid is folded.
  3. Drag an effect by its handle to change the order (or focus the handle and press the up and down arrow keys). Effects run from the top of the list to the bottom, so Kaleido before Gradient Map recolors the kaleidoscope, while the reverse folds an already recolored picture.
  4. Click an effect's name to jump to its controls; they open and are outlined, and the other effects' controls fold so the selected one sits right under the list. HIDE takes an effect out of the picture but keeps it in the list with its place and settings; press it again to bring it back. HIT punches an effect for a moment: it jumps and then settles back. The small activity icon beside each of them puts it on the music, from the same Modulate with list the sliders use: HIDE takes the effect out while the signal is above half (assign Beat pulse and it blinks out on every kick), and HIT fires each time the signal rises past half. Click the icon again to change the source, shape the route or clear it.
  5. The × removes an effect from the list. The lock stops an effect from being removed or dragged by accident during a set.
  6. ON at the top switches the whole rack on or off, bypassing every effect at once without losing your settings.

With no effect switched on, the rack does nothing and the visualizer is shown as it is.

Which effects are there?

PassWhat it doesControls
Visual SourcePuts your camera, a screen, a video or an image on the canvas under every effect below it; the visualizer shows through where PICTURE is below 1. SPEED plays a video or an example slower or faster. HIT punches Picture.Picture (0–1), Mirror (Camera Only, On, Off), Speed (0.25–4×)
TrackFollows a face, hands, a face and hands together, a body, objects, the contours or whatever moves in the visual source (or of the picture itself) and draws over them: tracking boxes, plexus lines, a constellation, picture tiles and a scan. The looks stack and move with the music. HIT punches Intensity.Follow (Face, Hands, Face + Hands, Body, Objects, Contours, Motion), Grid (On, Off), Grid System (Measure, Editorial, Fragment, Data), Module Count (2–64), Cell Variation (0–1), Source Adherence (0–1), Gutter (0–40 px), Negative Space (0–1), Grid Motion (0–1), Boxes + Labels (On, Off), Opacity and Glow for each look (0–1), Links (Auto, Proximity, Delaunay, Edge Chain, Radial, Orthogonal, Hybrid, Hub), Line Style (Straight, Curve, Snake, Lightning, Dashed), Dash Size (1–20), Gap Size (1–20), Connection Rate (0–1), Line Confidence (0–1), Line Weight (0.25–3), Smooth (0–1), Jitter (0–1), Jitter Rate (1–30 /s), Aim (Center, Thirds, Fibonacci, Random), Aim Size (0.2–3), Box Style (Brackets, Frame, X-Frame, Cross, Grid, Dash, Scope, Particle, Backdrop), Backdrop Color, Backdrop Opacity (0–1), Label Style (Plain, Tag), Box Count (1–32), Box Size (0.02–0.4), Plexus (On, Off), Constellation (On, Off), Mosaic (On, Off), Shapes (On, Off), Mark (Circle, Square, Diamond, Cross, Bracket, Mixed), Min Shape (2–80 px), Max Shape (4–200 px), Feature Size (0.02–1), Seed Variation (0–1), Size Hierarchy (0–1), Shape Stroke (0.25–6 px), Scan (On, Off), Sweep (On The Beat, Steady), Sweep Speed (0.05–2 sweeps/s), Scan Line (0–1), Curtain (0–1), Curtain Spectrum (0–1), Curtain Direction (Auto, Down, Up, Left, Right), Curtain Density (0.2–3), Extrusion Length (0.2–2), Targets (0–1), Target Shape (Random, HUD Target, Circle, Triangle, Square, Diamond, Hexagon), Echo (0–1), Scan Labels (0–1), Randomize (Off, Every Beat, Every 4 Beats), Intensity (0–2), Line Size (0.5–3), Reach (0.04–0.5), Tiles (4–48), Line Color, Colors (Same, Separate), Box Color, Plexus Color, Label Color, Labels (On, Off), Label Text (Names, HUD Words, Custom), Custom Words, Label Rate (0–30 /s)
EmitSprays particles from your mouth, your hand, your fingertip or the middle of the frame: flapping birds, sparks, hearts, bubbles, confetti or stars, over the picture. Open your mouth (or hand) to pour them out, or let HIT burst them. It follows the visual source and is live only, except from the middle. HIT punches Speed.From (Mouth, Hand, Fingertip, Center), When (Open / Pointing, Always, HIT Only), Shape (Birds, Sparks, Hearts, Bubbles, Confetti, Stars), Rate (0–1500 /s), Speed (0–2), Direction (−180–180°), Spread (0–1), Gravity (−1–1), Life (0.3–6 s), Size (0.2–4), Grow (0.2–5), Color, Colors (One Color, Rainbow), Mix (0–1)
Hand FrameHold up both hands and a window opens between your thumbs and index fingers: inside it the picture turns to moving color, picked by brightness from a palette that cycles. It follows the visual source (or the picture itself) and closes when a hand leaves. HIT punches Intensity.Palette (Rainbow, Ocean, Vapor, Thermal, Ember, Acid, Aurora, Noir, Gold, Pop), Intensity (0–1), Bands (0.5–8), Speed (−2–2 turns/s), Outline (0–0.02), Outline Color, Soft Edge (0–0.03), Smoothing (0–0.95)
MaskKeeps every effect below it in the rack inside your face's outline, the window between your hands, TRACK's boxes or the whole person (or outside it), so ASCII, a dither or a thermal camera plays only there or only behind you; DEAL EACH gives every box its own effect. It follows the visual source (or the picture itself) and fades out when nothing is found. HIT punches Grow.Shape (Face, Hands, Boxes, Person), Deal (All, Each, Each · Beat), Region (Rectangle, Circle, Diamond, Hexagon, Ring, Heart), Blink (0–1), Area (Inside, Outside), Grow (−0.3–1), Soft Edge (0–0.05), Outline (0–0.02), Outline Color, Glow (0–2), Glow Size (0.005–0.2), Smoothing (0–0.95)
Portrait WindowA window that follows the face: inside it the picture is printed as a halftone or an engraving, outside it the backdrop blurs. It follows the visual source (or the picture itself), or holds at the center. HIT punches Window Width.Follow (Face, Center), Treatment (Halftone, Engrave, None), Window Width (0.05–1), Window Height (0.1–1), Pitch (20–240), Lines (20–240), Ink, Paper, Backdrop Blur (0–1), Outline (0–0.01), Smoothing (0–0.95)
ShakeShakes the camera, pumps the zoom and rolls the frame. HIT punches Amount.Amount (0–0.25), Speed (0.1–40 Hz), Pump (−0.6–0.6), Roll (−0.6–0.6)
BarrelBulges the picture outward like a fisheye, or pinches it inward; past the fold it turns inside out into a ring. HIT punches Amount.Amount (−2–2), X Multiplier (0–2), Y Multiplier (0–2), Center X (0–1), Center Y (0–1), Zoom (0.3–3)
SwirlTwists the middle of the picture further than its edges. HIT punches Angle.Angle (−12–12), Radius (0.05–1.5), Center X (0–1), Center Y (0–1)
PolarWraps the picture around the center of the frame, mirrored so the edges meet without a seam. HIT punches Amount.Amount (0–1), Wrap Width (0.2–2), Spin (−1–1 turns/s)
KaleidoFolds the picture into mirrored wedges around the center. HIT punches Zoom.Segments (2–16), Spin (−1–1 turns/s), Zoom (0.3–3)
Mirror FoldFolds one half of the picture onto the other: side to side, top to bottom, into four, or across the diagonal. HIT punches Fold Shift.Fold (Sides, Lake, Quad, Diagonal), Source Half (Right / Top, Left / Bottom), Fold Shift (−0.3–0.3), Mix (0–1)
DrosteRepeats the picture inside itself without end and travels into it, optionally winding into a spiral. HIT punches Speed.Amount (0–1), Ratio (1.1–8), Spiral (−3–3), Speed (−3–3 copies/s), Center X (0–1), Center Y (0–1)
Concentric TileRepeats the middle of the picture in rings that shrink toward the center and grow toward the edges. HIT punches Ring Scale.Ring Scale (1.1–4), Ring Size (0.1–0.5), Mix (0–1), Spin (−1–1 turns/s)
PixelateBreaks the picture into square blocks. HIT punches Block Size.Block Size (1–96 px)
Hex TileRebuilds the picture as a mosaic of hexagons, each one filled with the color at its middle. HIT punches Cells.Cells (4–120), Softness (0–0.5), Gap (0–0.5), Mix (0–1)
Hex MirrorFolds the picture into a honeycomb of six-way mirrors, a kaleidoscope in every cell. HIT punches Zoom.Tile Size (0.05–1), Rotation (0–360 °), Spin (−2–2 rad/s), Zoom (0.1–3), Center X (0–1), Center Y (0–1), Sample (Each Cell, Center), Mix (0–1)
Grid TileRepeats the picture in a grid of tiles that can mirror their neighbors, turn step by step and overlap. HIT punches Rotation Step.Columns (1–20), Rows (1–20), Zoom (0.1–3), Center X (0–1), Center Y (0–1), Gap (0–0.1), Overlap (0–1), Mirror Neighbors (Off, On), Rotation Step (0–180 °), Rotation Order (Row By Row, From Center, Random), Mix (0–1)
RippleSends rings of ripples out from a point, fading with distance. HIT punches Amplitude.Amplitude (0–0.1), Frequency (1–50), Speed (0–5), Decay (0–5), Center X (0–1), Center Y (0–1), Mix (0–1)
Pond RippleRefracts the picture through single wave crests spreading across a pond, with optional shimmer and color split. HIT punches Amplitude.Amplitude (0–0.3), Rings (0.5–12), Speed (−3–3), Crest Width (0.02–0.5), Decay (0–5), Shimmer (0–1), Color Split (0–1), Center X (0–1), Center Y (0–1), Mix (0–1)
WaterWobbles the picture as if seen through moving water, tinted toward a water color. HIT punches Wave Strength.Wave Speed (0.1–5), Wave Strength (0.001–0.1), Wave Scale (1–50), Water Color, Mix (0–1)
RaindropsRefracts the picture through raindrops on glass: drops that sit, beads that slide and leave wet trails, and optional frost. HIT punches Density.Refraction (0–2), Density (0–1), Scale (2–20), Speed (0–3), Slide (0–1), Frost (0–1), Mix (0–1)
Row TearTears the picture sideways in rows, like a broken video signal, with the color channels slipping apart. HIT punches Tear.Tear (0–0.2), Rows (8–240), Reshuffle (0–30 /s), Color Slip (0–0.02)
GlitchBreaks the picture with jumping lines and blocks, split color and flicker; WAVE bends the lines into a smooth slit-scan wave instead. HIT punches Intensity.Intensity (0–1), Speed (0.1–5), Block Size (0.01–0.2), Color Shift (0–0.1), Lines (Random, Wave), Wave Frequency (1–60), Wave Amplitude (0–0.3), Mix (0–1)
Radial BlurStreaks light outward from a center point, like rays through haze. HIT punches Weight.Weight (0–1), Decay (0.5–1), Exposure (0–10), Samples (8–64), Center X (0–1), Center Y (0–1)
Tilt ShiftKeeps a band of the picture sharp and blurs above and below it, so the scene looks like a miniature. HIT punches Blur.Focus Position (0–1), Focus Width (0–0.5), Blur (0–10), Falloff (0–2), Mix (0–1)
GlowLets the brightest parts of the picture bloom into a soft glow. HIT punches Strength.Strength (0–3), Radius (0–1), Threshold (0–1)
Lens StreaksStretches the brightest points into long horizontal lens streaks, like an anamorphic lens. HIT punches Amount.Amount (0–2), Length (0–1), Threshold (0.3–0.95), Tint
FeedbackLeaves fading copies of earlier frames that zoom, turn, drift and change color. HIT punches Zoom.Persistence (0–0.975), Zoom (−0.03–0.08), Spin (−3–3), Drift X (−0.3–0.3), Drift Y (−0.3–0.3), Hue Shift (−1–1)
Slit-scanShows each strip of the picture a moment later than the one before, so motion smears and bends across the frame. HIT punches Time Spread.Amount (0–1), Axis (0–1), Time Spread (0.1–4), Roll (−2–2 turns/s), Frame Step (1–8)
Rgb ShiftPulls the red and blue channels apart in one direction. HIT punches Amount.Amount (0–0.05), Angle (0–360 °)
ChromaticSplits color toward the edges of the frame, like a cheap lens. HIT punches Strength.Strength (0–4), Scale (0.5–2), Center X (0–1), Center Y (0–1), Center Orbit (0–2 turns/s)
Dot ScreenPrints the picture as a black-and-white dot screen. HIT punches Scale.Angle (0–180 °), Scale (0.1–3), Mix (0–1)
HalftonePrints a rotated grid of ink dots that swell in the shadows, with a second ink for the highlights. HIT punches Dot Size.Dots (20–300), Dot Size (0–1.5), Angle (0–90 °), Shadow Ink (0–1), Highlight Ink (0–1), Shadow Color, Highlight Color
AsciiRedraws the picture as text: each cell takes the character whose shape fits it best (SHAPE) or whose density matches its tone (TONE). HIT punches Mix.Cell Size (4–40 px), Mix (0–1), Characters (Standard, Detailed, Letters, Terminal, Minimal, Binary, Symbols, Custom, Braille, Blocks, Dots, Lines, Diagonal, Cross, Diamond), Font (Terminal, JetBrains, Typewriter), Custom Characters, Match (Shape, Tone), Sharpen (1–4); TONE: Brightness (−0.5–0.5), Contrast (0.5–3), Dither (Off, Bayer, Noise), Invert; COLOR: Color (Source, Palette, ANSI 16, ANSI 256), Saturation (0–2), Palette (Signature, Phosphor, Amber, Newsprint, Blueprint, Pocket Camera, Night, Cobalt, Custom), Ink, Paper, Fill (0–1), Backdrop (0–1); FIELD: Field (Picture, Rain, Waves, Noise), Field Mix (0–1), Field Speed (0–3), Field Scale (0.25–4); MOTION: Steady (0–0.95), Flicker (0–1)
EdgesTraces the outlines in the picture; NEON draws them as glowing lines in one color, the picture's colors, or a color for each direction. HIT punches Mix.Mix (0–1), Style (Tint, Neon), Gain (0.2–4), Intensity (0.5–10), Thickness (0.5–5), Threshold (0–1), Line Color (Solid, Picture, Direction), Neon Color, Blend (Lines Only, Over Picture)
Gradient MapRecolors the picture through a palette by brightness. HIT punches Mix.Palette (Ocean, Vapor, Thermal, Ember, Acid, Aurora, Noir, Gold, Pop), Mix (0–1), Offset (−1–1), Cycle (−1–1 turns/s)
ThermalTurns the picture into a thermal camera: heat from brightness, with people, skin and lights running hot and the sky cold, through a FLIR palette, with the camera's contrast, edge detail, softness and grain. HIT punches Gain.Palette (White Hot, Black Hot, Red Hot, Fusion, Ironbow, Arctic, Rainbow HC, Outdoor Alert, Sepia), Alert (0.5–0.99), Mix (0–1); HEAT: Body Heat (0–1), Skin Heat (0–1), Cold Sky (0–1); CAMERA: Level (−0.5–0.5), Gain (0.5–3), Detail (0–1), Softness (0–1), Noise (0–1); STYLE: Trail (0–1), Shimmer (0–1), Texture (0–1)
InvertTurns the picture into its negative; BRIGHTNESS flips light and dark but keeps the colors. HIT punches Mix.Mode (Full, Brightness), Mix (0–1)
X RayAn X-ray: the picture inverted to a high-contrast gray, its edges glowing in TINT. HIT punches Edge Glow.Contrast (0.5–4), Edge Glow (0–3), Tint, Mix (0–1)
ZoomMagnifies the picture, about the middle of the frame or, below a MASK on BOXES, about the middle of each box. HIT punches Amount.Amount (1–6), Center (Box, Frame)
BlurSoftens the whole picture. HIT punches Amount.Amount (0–1)
DuotoneRecolors the picture with two inks, one for the shadows and one for the highlights; black stays black. HIT punches Contrast.Contrast (0.2–4), Black Crush (0–0.4), Mix (0–1), Shadow Color, Highlight Color
PosterizeFlattens every color into a few hard steps, like a screen print; the darkest tones drop to black. HIT punches Color.Levels (2–32), Black Crush (0–0.5), Color (0–2), Mix (0–1)
DitherCuts the colors down to a few levels with a dot pattern, like an old computer screen or a print: an ordered (Bayer) or blue-noise pattern, in the picture's colors or as ink on paper. HIT punches Pixel Scale.Algorithm (Bayer, Blue Noise, White Noise), Color Levels (2–16), Pixel Scale (1–32), Threshold (−0.5–0.5), Contrast (0.2–3), Edge Preserve (0–1), Ink / Paper (Source Colors, Black + White (default), Mono Press, Cobalt Paper, Electric Cobalt, Cyan Print, Forest Ink, Signal Red), Invert Print (On, Off), Grayscale (0–1), Motion (0–1), Mix (0–1)
Color ToneTurns the hue and sets saturation, brightness, contrast and gamma. HIT punches Hue.Hue (−180–180 °), Hue Speed (−1–1 turns/s), Saturation (0–2), Brightness (0–2), Contrast (0–2), Gamma (0.3–3)
Bleach BypassGives the hard, desaturated contrast of skipped film bleaching. HIT punches Amount.Amount (0–1)
SepiaTones the picture warm brown. HIT punches Amount.Amount (0–1)
Film GrainAdds film grain and CRT scanlines, optionally in grayscale. HIT punches Grain.Grain (0–1), Scanlines (0–1), Scanline Count (64–2048), Scanline Roll (−2–2), Grayscale (0–1)
CrtShows the picture on a curved tube screen with split color, scanlines and dark corners. HIT punches Curvature.Curvature (0–0.5), Scanlines (0–1), Rgb Offset (0–0.01), Vignette (0–1), Mix (0–1)
Beat FlashWashes the lit parts of the picture toward a color; black stays black. Assign the beat to INTENSITY, or HIT it, to flash on every kick. HIT punches Intensity.Intensity (0–4), Flash Color
VignetteDarkens the corners of the frame. HIT punches Amount.Amount (0–1), Softness (0.05–1)

How do I put my camera, a video or an image under the effects?

SOURCE at the top of the rack is the one place to change the picture: press CAMERA, SCREEN or VIDEO · IMAGE, or try an example (TRINA, TRINA · HANDS to see TRACK and HAND FRAME follow her hands, or VAN GOGH). Picking one puts VISUAL SOURCE at the head of the list, so it shows under whatever look is on. The first time you open Performer mode, a hint points there.

VISUAL SOURCE puts a picture on the canvas under every effect below it: your camera, a shared screen or window, or a video or image file. It always sits first in the list.

  1. Add VISUAL SOURCE from ADD AN EFFECT, then press CAMERA, SCREEN or VIDEO · IMAGE at the top of its controls. The browser asks for the camera or the screen the first time; allow it. With more than one camera connected, WHICH CAMERA picks one (a capture card works too). A video loops (SPEED plays it from a quarter speed to four times faster); an image drifts slowly so the effects have something to move with.
  2. PICTURE at 1 covers the visualizer; lower it to blend the picture over whatever is playing underneath. HIT punches it up for a moment, so a beat assigned to it flashes the camera in on the kick.
  3. MIRROR shows you as in a mirror, which is easier to perform with. CAMERA ONLY (the default) mirrors a camera and nothing else; turn it off for a camera that faces the crowd.
  4. STOP switches the picture off and releases the camera or the screen. Removing VISUAL SOURCE from the list does the same, so nothing keeps recording out of sight. TRACK and HAND FRAME follow whatever is on screen: they read the camera only while VISUAL SOURCE is in the list.
A video file as the visual source · TRACK on HANDS with boxes and the constellation skeleton

VISUALIZER: OVER turns the layers round: the visualizer flies over your picture wherever its own background is transparent, so with a visualizer's Background Opacity at 0 only its subject sits on your camera (try Birds, whose flock can follow your hand). The first time these controls appear, a few tips walk you through the camera; skip them with Skip all tips and bring them back under Settings → Display → Tips. The source is live only: a rendered video doesn't include it. To keep a performance with your camera in it, press RECORD (Record a live take).

How do I draw tracking lines on a face, hands or a body?

TRACK watches the visual source, or the picture itself when there is none, and draws over what it finds. Its looks stack, so a face can carry tiles, links and a scan at once, and they move with the music on their own.

  1. Add TRACK from ADD AN EFFECT. With no visual source showing it brings your camera along (the browser asks the first time); with one showing it follows that. STATUS at the top of its controls says what TRACK sees, for example 2 HANDS · 30 FPS.
  2. FOLLOW picks what to track: FACE (up to two faces, traced along the eyes, brows, lips and jaw), HANDS (up to two, every finger joint, labeled left and right), FACE + HANDS (both at once; each is found about half as often, so the lines move a little less smoothly), BODY (the joints of one or two people that are in view), OBJECTS (up to six everyday things, named: a person, a cup, a phone, a bottle) or CONTOURS (the strongest edges of the picture, no person needed). The first time you pick one it takes a moment to get ready. When a face, hands or body cannot be found, the looks settle on the contours instead, so a profile or a landscape still gets the print; STATUS says ON CONTOURS.
  3. Switch the looks on: BOXES + LABELS (corner brackets, a name, a confidence and live coordinates), PLEXUS (points joined to their nearest neighbors; REACH sets how far a line can stretch), CONSTELLATION (the skeleton, small markers on the joints, a ring and a few coordinates), MOSAIC (numbered square tiles cut from the picture at the landmarks, some dark, some inverted, re-dealt on every beat, with an inset of one eye and DEPTH and ROTATION readouts; TILES sets how many, and DEPTH floats them in front of and behind your face and hands, so nearer tiles look bigger, slide further as you move your head and spread out as you lean in) and SCAN (a curtain of hairlines that rise and fall with the music like a quiet spectrum meter, a scan line that sweeps on every beat, targets that lock onto the high-contrast points the line passes, and the contours with coordinate ticks). AIM moves BOXES' crosshair from the CENTER to the THIRDS points, the FIBONACCI point a golden spiral winds into, or a RANDOM point dealt on every beat; FOLLOW: MOTION anchors on whatever moves, the way a blob tracker boxes motion and leaves a still background alone. AIM SIZE sets how big it is. BOX STYLE draws the boxes as BRACKETS, a FRAME, an X-FRAME, a CROSS running past the edges, a GRID, marching DASHes, a round SCOPE, drifting PARTICLEs or a tinted BACKDROP (BACKDROP COLOR, BACKDROP OPACITY); LABEL STYLE: TAG sets the labels on solid tags. PLEXUS' LINE STYLE draws its links STRAIGHT, as a bowed CURVE, a traveling SNAKE, a jagged LIGHTNING bolt or DASHED (DASH SIZE, GAP SIZE); LINKS: HUB wires every point to the middle of the frame, and CONNECTION RATE thins the web. COLORS: SEPARATE gives the boxes, the plexus and the labels their own colors.
  4. RANDOMIZE re-deals the looks' choices on EVERY BEAT or EVERY 4 BEATS: the shape of the markers and tiles (square, circle, bracket, cross), how the lines link (nearest, radial, both), the curtain's density, the scan's direction and which looks sit a beat out. The motion keeps running through every switch.
  • Two more looks build a printed composition around the subject. GRID breaks the frame into modules, large where the subject is and smaller in the background: MEASURE draws them as a drafting grid, EDITORIAL leaves blank blocks (NEGATIVE SPACE), FRAGMENT refills each module with the picture from a shifted spot, and DATA labels them; MODULE COUNT, CELL VARIATION, SOURCE ADHERENCE, GUTTER and GRID MOTION shape it. SHAPES puts marks on the most important points (circle, square, diamond, cross, bracket or mixed), a few large and many small (SIZE HIERARCHY), turned along the outline. In PLEXUS, LINKS picks how points join: proximity, a DELAUNAY triangle mesh, an EDGE CHAIN along the outline, radial stars, right-angle ORTHOGONAL elbows or a hybrid, or BANDS, where the music wires it: fans of links from a few points, long ones for the bass, medium for the mids and short quick ones for the highs, each band rewiring on its own hits, with more of the web showing the busier the mids get and only the dots left when the music stops. LINE CONFIDENCE drops the weak links and LINE WEIGHT thickens them. SCAN's curtain takes a CURTAIN DIRECTION, CURTAIN DENSITY and EXTRUSION LENGTH.
  • MOTION steadies or shakes what TRACK draws. SMOOTH glides the points between detections so lines stop twitching on a live camera; a still face holds still and a moving hand still follows, and the edges CONTOURS anchors on stop popping in and out. 0 shows the detections as they come, higher glides more (and trails fast moves a little). JITTER does the opposite on purpose: it knocks the points and whole subjects off position, re-dealt JITTER RATE times a second, for a glitch. Put Beat pulse on JITTER and the lines glitch on every kick.
  • Every look has its own OPACITY and GLOW in its group, both assignable to the music or a knob: fade the boxes while the scan stays bright, or let only the constellation bloom on the beat. They start at full opacity and no glow, so a look is unchanged until you move them. CONSTELLATION's ring and SCAN's locks label their size as a diameter (Ø).
  • TRACK's controls fold into one group per look (BOXES, PLEXUS, CONSTELLATION, MOSAIC, SCAN, LABELS) plus STYLE for intensity, line size, color and RANDOMIZE; a look that is on starts open, so every slider sits under the look it changes.
  • LABEL TEXT sets what the labels say: NAMES (what TRACK found and the landmark numbers), HUD WORDS (technical terms such as TRACKING, PROCESSING, CONTOURS, DEPTH and ROTATION, plus the names of the effects you have on, flashing from label to label) or CUSTOM (your own words, typed under CUSTOM WORDS and separated by commas). LABEL RATE sets how fast the words change; with no music playing they slow down. The % beside a box or ring is its size in the frame, so it grows as the subject comes closer, and the DEPTH and ROTATION readouts follow the subject's size and tilt.
  • SCAN's parts each have an amount, 0 switching that part off and every one of them assignable to the music or a MIDI knob: SCAN LINE, CURTAIN (with CURTAIN SPECTRUM for how far the hairlines follow the spectrum), TARGETS and SCAN LABELS. SWEEP runs the line ON THE BEAT or STEADY at SWEEP SPEED. A target is born on the scan line, closes in on its point while shrinking onto it and locks there, leaving ECHO trails behind it; TARGET SHAPE picks a HUD TARGET, a circle, triangle, square, diamond or hexagon, or RANDOM for a different one each time. With no music playing the looks slow down and hold still instead of flickering.
  • Effects below TRACK in the list process its picture too: FILM GRAIN underneath turns the lines into part of the print. Put EDGES above TRACK, or it traces the lines as well.
  • Assign the beat to INTENSITY to flash the lines on every kick, or the bass to LINE SIZE. Above 1, INTENSITY makes the lines glow.
  • TRACK is live only: a rendered video doesn't include it.

How do I open a color window between my hands?

Add HAND FRAME from ADD AN EFFECT, or recall the HAND FRAME look (9 in Performer mode), which brings your camera, the window and a thin trace over your face and hands in one press. Hold both hands up with the thumbs and index fingers spread, like framing a shot: a window opens between the four fingertips, and inside it the picture turns to moving color. Move your hands to stretch, tilt and close it; it closes when a hand leaves the view.

  • PALETTE picks the colors: RAINBOW, or one of the palettes GRADIENT MAP uses. BANDS sets how many times the palette repeats from dark to light, and SPEED how fast it cycles.
  • OUTLINE draws a line round the window in OUTLINE COLOR (0 for none), and SOFT EDGE blurs the window's edge.
  • SMOOTHING sets how gently the window follows your fingers: 0 jumps to each new position, higher glides.
  • Like TRACK, it follows the visual source, or the picture itself when there is none, and it is live only.

How do I play a shader with my preset?

Open the Shader Library with the </> button in the Performer control bar and click a shader. It plays on a layer with the preset instead of replacing it, and it stays when you change presets.

  • BEHIND puts the shader under the visualizer and blends the visualizer over it: SCREEN or LIGHTEN lets the shader glow through the visualizer's dark areas.
  • IN FRONT puts the shader over the visualizer and blends it in with the BLEND you pick (Normal, Multiply, Screen, Overlay, Soft Light, Darken, Lighten, Color Dodge).
  • OPACITY fades the shader. REMOVE, or clicking the lit shader again, takes the layer away.
  • The FX Rack processes the shader and the visualizer together. The shader layer is live only: remove it to render a video.

How do I print a window around a face?

Add PORTRAIT WINDOW. A window WINDOW WIDTH by WINDOW HEIGHT of the frame follows the face and prints the picture inside as a HALFTONE (dots grow with the dark, PITCH sets how many) or an ENGRAVEing (lines thicken with the dark, LINES sets how many), in INK on PAPER, or leaves it untouched with NONE. BACKDROP BLUR softens everything outside it and OUTLINE frames it. FOLLOW: CENTER holds it in the middle. Like TRACK, it follows the visual source or the picture itself, and it is live only.

How do I play an effect only inside my face or between my hands?

Add MASK and put the effects you want confined below it in the rack: everything under it plays only inside the traced shape, and everything above it still covers the whole frame. SHAPE: FACE follows the outline of your face, HANDS the window between your thumbs and index fingers, the way HAND FRAME opens it, so you can stretch, tilt and twist the window and the effect inside goes with it. PERSON cuts out your whole body, hair and hands included, so AREA: INSIDE plays ASCII or a thermal look only on you and OUTSIDE only behind you (a kaleidoscope around you while you stay yourself); GROW pushes the edge out or pulls it in, and SMOOTHING steadies it. BOXES uses TRACK's boxes, following whatever TRACK's FOLLOW picks; on CONTOURS that is up to BOX COUNT boxes BOX SIZE across, the way blob trackers box what they find. DEAL: EACH gives every box its own effect from the ones below the MASK, EACH · BEAT re-deals them on every beat, REGION shapes each box as a RECTANGLE, CIRCLE, DIAMOND, HEXAGON, RING or HEART (the soft edge, outline and glow follow it), and BLINK drops boxes out at random. Below a MASK on BOXES, ZOOM magnifies each box about its own middle (CENTER: BOX), so a box can show a close-up while its neighbors show X-RAY, INVERT, BLUR or a thermal print. AREA: OUTSIDE turns it round, leaving your face or the window clean while the rest of the frame changes. GROW takes in more around the shape (hair and neck on a face), SOFT EDGE feathers it, OUTLINE draws its edge in OUTLINE COLOR, GLOW blooms that color out around it (GLOW SIZE sets how far), and SMOOTHING steadies it. When the face or a hand leaves, INSIDE fades the effects out and OUTSIDE spreads them over the whole frame. Like TRACK, it follows the visual source or the picture itself, and it is live only.

How do I make the picture look like a thermal camera?

Add THERMAL and pick a PALETTE: WHITE HOT and BLACK HOT (hot as white or as black), RED HOT (white hot with the hottest areas in red), FUSION, IRONBOW, ARCTIC, RAINBOW HC, OUTDOOR ALERT (black hot with the hottest areas in orange and yellow) and SEPIA. ALERT sets where RED HOT and OUTDOOR ALERT start coloring. Heat comes from the picture, the way a thermal camera would see it: under HEAT, BODY HEAT makes the people it tracks run hot against a cooler room, SKIN HEAT warms faces and hands, and COLD SKY turns a bright blue sky cold. Under CAMERA, LEVEL and GAIN set the contrast, DETAIL sharpens edges on the soft heat picture as a real thermal camera does, SOFTNESS sets how soft the sensor is and NOISE adds its grain. Under STYLE, TRAIL leaves heat behind whatever moves, SHIMMER wobbles the picture like heat haze and TEXTURE lays a paper grain over the colors. BODY HEAT follows the visual source or the picture itself, and it is live only.

How do I turn the picture into ASCII art?

Add ASCII. With MATCH: SHAPE every cell takes the character whose shape fits that patch of the picture best, so the edge of a jaw becomes a slash or a bracket and outlines read as drawn lines; SHARPEN crisps those edges. TONE picks by brightness alone, the classic look, and DITHER spreads the in-between tones. CHARACTERS chooses the set: STANDARD (ten levels, the steadiest on moving footage), DETAILED (seventy), LETTERS, TERMINAL, MINIMAL, BINARY, SYMBOLS, your own on CUSTOM, BRAILLE dots, or drawn marks (BLOCKS, DOTS, LINES, DIAGONAL, CROSS, DIAMOND). CELL SIZE is the character height and FONT the typeface: TERMINAL, JETBRAINS (the app's own) or TYPEWRITER. Under FIELD, the characters can draw a pattern instead of the picture: falling RAIN, spreading WAVES or flowing NOISE, shaped by FIELD SPEED and FIELD SCALE; FIELD MIX blends it with the picture, and with COLOR on SOURCE the picture's colors show through the rain. Under COLOR, keep the picture's colors, snap them to the 16 or 256 terminal colors, or print in a PALETTE: PHOSPHOR, AMBER, NEWSPRINT, POCKET CAMERA and more, or your own INK on PAPER. A light paper prints dark text on the shadows by itself; INVERT flips it either way. FILL colors each cell's ground, BACKDROP lets the picture show between the characters, STEADY averages the last few frames so camera noise stops flipping characters back and forth while real movement still comes through, and FLICKER keeps the characters re-dealing while the tones hold.

How do I save a stack of effects as a look?

A look is the whole rack saved in one press: which effects are on, their order, every setting, and every control you assigned to the music. Recalling a look brings all of it back over whatever visualizer is showing, still moving with the music, and every slider stays live to tweak or assign afterwards.

  1. Switch on and shape the effects you want.
  2. Under LOOKS, type a name and press SAVE LOOK.
  3. Tick KEEP VISUALIZER first if the look belongs to the visualizer under it: recalling the look then switches to that visualizer too. These looks show VIZ after their name.
  4. Press a look to recall it, or PREV and NEXT to step through them. While a look is lit, UPDATE saves the rack over it instead of adding a new one (type a name first to rename it); this works on the eight looks that come with the rack too. An overwritten default look shows a reset arrow: press it, then RESET, to bring the original back. Performer Settings → DISPLAY → FX LOOKS lists every overwritten default look with RESET, and RESET ALL brings all eight back; your own saved looks stay. Press the lit look again to turn it off: every effect switches off. Press × and then DELETE to remove one of yours; the eight looks that come with the rack cannot be deleted.

Ten looks come with the rack: INFINITE TUNNEL (Droste and Feedback, traveling faster with the bass), BABY TRACK (your camera with TRACK's boxes and plexus lines on the contours, each box showing its own effect, thermal, ASCII, a dither or a halftone, re-dealt on every beat), TIME SMEAR (Slit-scan stretching with the bass, an RGB Shift on the beat), SCREEN PRINT (a gray photograph with glowing contour lines, and TRACK's print over the face: picture tiles, hairline links, a ring and a scan, re-dealt on every beat, over grain; it switches to the Studio Portrait preset), RISO (Posterize, Duotone and Film Grain), HIVE MIND (Kaleido, Hex Tile and Gradient Map), SIGNAL LOSS (Row Tear on the beat over RGB Shift and Film Grain) PRISM GLOW (Glow and Lens Streaks with a Beat Flash on the kick), HAND FRAME (your camera with a color window between your hands and a thin trace over your face and hands) and POP FRAME (your camera, with the window between your thumbs and index fingers printed in magenta, cyan and yellow inside a glowing magenta outline, swelling on the beat).

The number keys play looks: 1 to 9 recall looks 1 to 9 and 0 recalls look 10, and pressing the lit look's number again turns it off. Looks are numbered in the order shown. LOOK 1 to LOOK 12, NEXT LOOK and PREVIOUS LOOK can each be learned to a MIDI pad, and /beamtracer/viz/fx/look/<n> recalls look n over OSC (1 is the first).

Can I render a video with my effects?

Yes. Click RENDER in the header. The video includes every effect that is switched on in the rack except VISUAL SOURCE, TRACK and HAND FRAME (they are live only), in its order, with its settings, and anything you assigned to the music still follows the track. HIT presses are live only, so trigger those while performing or recording live. To keep the live parts too, press RECORD beside RENDER: it records what the Performer shows as you play, with the music. Render to video

How do I make birds (or sparks, or hearts) fly out of my mouth?

Add EMIT with your camera on under VISUAL SOURCE. FROM: MOUTH pours particles out of your mouth while it is open (WHEN: OPEN / POINTING); HAND pours them from an open hand and FINGERTIP while you point; CENTER sprays from the middle of the frame and works without a camera.

  • SHAPE picks flapping BIRDS, SPARKS, HEARTS, BUBBLES, CONFETTI or STARS; COLORS: RAINBOW gives each its own color.
  • RATE is how many start each second, SPEED and DIRECTION where they head, SPREAD how wide the cone opens (1 sprays every way), GRAVITY makes them fall or rise, and GROW makes them get bigger as they fly, as if coming toward you.
  • HIT (a MIDI pad, a key or OSC) bursts a flock at once, even with WHEN: HIT ONLY. Every slider takes the music or a MIDI knob.
  • For birds that keep flocking after they leave your mouth, use the Birds visualizer's own MOUTH EMITTER instead: its real flock pours out and flies on.
  • EMIT from your mouth, hand or fingertip is live only: a rendered video doesn't include it. Record it with RECORD.

How do I move a slider with my hands or face?

Any slider can follow the camera instead of the music. Open its source picker and choose from Camera tracking: Hand in view and Face in view (1 while one is tracked), Hand X and Hand Y, Fingertip X and Fingertip Y, Pointing, Mouth X and Mouth Y (where your hand is in the picture), Pinch (thumb and index finger together), Hand open (fist to open palm), Hand near and Face near (how close to the camera), Hand depth (your hand held toward the camera or back, against your face), Mouth open, Head turn, Body speed and Object count. The rack starts tracking what that source needs on its own; TRACK doesn't have to be on.

Some visualizers also move with your hands. Under their own Hand Tracking settings, Follow brings them to your raised hand and as near as you hold it to the camera, Scatter sends them away, and Draw Path lets you trace a loop in the air with one finger for them to run. Put your camera under them with Visual Source and set its Visualizer to Over:

  • Biojelly: follows your hand or flees it, and runs a path you draw
  • Birds: follows your hand or flees it, and runs a path you draw; new birds pour out of your open mouth
  • Fluidic Balls: follows your hand or flees it, and runs a path you draw
  • Man In White: follows your hand or flees it, and runs a path you draw
  • Particle Man: follows your hand or flees it, and runs a path you draw
  • Strange Attractors: follows your hand or flees it, and runs a path you draw
  • Tube Trails: follows your hand or flees it, and runs a path you draw
  • Put your camera (or a video) under the effects with VISUAL SOURCE first: the sources read what the picture shows, so Hand X follows the hand you see, mirrored with the camera.
  • Assign Hand open to Blur → Amount to soften the picture as you open your hand, or Hand X to Zoom → Amount to zoom in as your hand moves right.
  • This works on the visualizer's own sliders too, while you play in Performer.
  • A source holds its last value while your hand or face is out of view. Camera tracking is live only: a rendered video doesn't include it.

How do I make an effect follow the music?

Every slider in the rack has Assign modulation. Open its source picker and choose bass, mids, highs, volume, the beat, or one of the LFO generators. The slider then moves with that source on top of where you set it. Assign bass to Barrel → Amount for a fisheye that bulges on every kick, or mids to Kaleido → Spin for a kaleidoscope that turns faster as the music fills in.

How do I play the rack from a MIDI controller?

The MIDI / OSC strip at the bottom of the rack shows whether a MIDI controller (MIDI) and the OSC bridge (OSC) are connected; hover a light for details. Press LEARN there, click any slider, effect, HIDE or HIT button, then move a knob, press a pad or press a key on your keyboard. Open the strip to see your devices, connect the OSC bridge, and remove what is mapped to the rack; the settings icon opens Performer Settings → MIDI for everything else (MIDI & OSC Integration):

  • a slider follows a knob or fader
  • an effect under ADD AN EFFECT switches it on from a pad (adding it if needed) and hides it on the next press
  • HIDE hides and shows that effect from a pad, a key, or its OSC address (…/hide)
  • HIT punches the effect from a pad
  • FX Rack (the rack's own on/off) is listed in the learn banner

A choice such as Gradient Map → Palette or ASCII → Characters steps to its next option on each press.

Which OSC addresses control the rack?

Every effect has fixed addresses under /beamtracer/viz/fx/, so a TouchDesigner patch or OSC controller can play the rack without learning. Values are in each control's own range; an on/off address follows 1 / 0 and toggles on a message with no value, and a hit address fires on any message. /beamtracer/viz/fx switches the whole rack on or off.

AddressWhat it does
/beamtracer/viz/fxThe whole rack on (1) or bypassed (0); no value toggles
/beamtracer/viz/fx/look/nextNext look
/beamtracer/viz/fx/look/previousPrevious look
/beamtracer/viz/fx/sourceVisual Source on (1) or off (0); no value toggles
/beamtracer/viz/fx/source/hitVisual Source HIT
/beamtracer/viz/fx/source/hideVisual Source hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/source/pictureVisual Source Picture, 0 to 1
/beamtracer/viz/fx/source/mirrorVisual Source: next mirror
/beamtracer/viz/fx/source/speedVisual Source Speed, 0.25 to 4
/beamtracer/viz/fx/source/layerVisual Source: next visualizer layer (under, over)
/beamtracer/viz/fx/trackTrack on (1) or off (0); no value toggles
/beamtracer/viz/fx/track/hitTrack HIT
/beamtracer/viz/fx/track/hideTrack hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/track/followTrack: next follow
/beamtracer/viz/fx/track/gridTrack: next grid
/beamtracer/viz/fx/track/gridopacityTrack Grid Opacity, 0 to 1
/beamtracer/viz/fx/track/gridglowTrack Grid Glow, 0 to 1
/beamtracer/viz/fx/track/gridmodeTrack: next grid system
/beamtracer/viz/fx/track/modulesTrack Module Count, 2 to 64
/beamtracer/viz/fx/track/variationTrack Cell Variation, 0 to 1
/beamtracer/viz/fx/track/adherenceTrack Source Adherence, 0 to 1
/beamtracer/viz/fx/track/gutterTrack Gutter, 0 to 40
/beamtracer/viz/fx/track/negativeTrack Negative Space, 0 to 1
/beamtracer/viz/fx/track/gridmotionTrack Grid Motion, 0 to 1
/beamtracer/viz/fx/track/boxesTrack: next boxes + labels
/beamtracer/viz/fx/track/boxesopacityTrack Boxes Opacity, 0 to 1
/beamtracer/viz/fx/track/boxesglowTrack Boxes Glow, 0 to 1
/beamtracer/viz/fx/track/aimTrack: next aim
/beamtracer/viz/fx/track/aimsizeTrack Aim Size, 0.2 to 3
/beamtracer/viz/fx/track/boxcountTrack Box Count, 1 to 32
/beamtracer/viz/fx/track/boxstyleTrack: next box style
/beamtracer/viz/fx/track/backdropopacityTrack Backdrop Opacity, 0 to 1
/beamtracer/viz/fx/track/labelstyleTrack: next label style
/beamtracer/viz/fx/track/boxsizeTrack Box Size, 0.02 to 0.4
/beamtracer/viz/fx/track/plexusTrack: next plexus
/beamtracer/viz/fx/track/plexusopacityTrack Plexus Opacity, 0 to 1
/beamtracer/viz/fx/track/plexusglowTrack Plexus Glow, 0 to 1
/beamtracer/viz/fx/track/linksTrack: next links
/beamtracer/viz/fx/track/linestyleTrack: next line style
/beamtracer/viz/fx/track/dashTrack Dash Size, 1 to 20
/beamtracer/viz/fx/track/gapTrack Gap Size, 1 to 20
/beamtracer/viz/fx/track/rateTrack Connection Rate, 0 to 1
/beamtracer/viz/fx/track/confidenceTrack Line Confidence, 0 to 1
/beamtracer/viz/fx/track/weightTrack Line Weight, 0.25 to 3
/beamtracer/viz/fx/track/constellationTrack: next constellation
/beamtracer/viz/fx/track/constellationopacityTrack Constellation Opacity, 0 to 1
/beamtracer/viz/fx/track/constellationglowTrack Constellation Glow, 0 to 1
/beamtracer/viz/fx/track/mosaicTrack: next mosaic
/beamtracer/viz/fx/track/mosaicopacityTrack Mosaic Opacity, 0 to 1
/beamtracer/viz/fx/track/mosaicglowTrack Mosaic Glow, 0 to 1
/beamtracer/viz/fx/track/shapesTrack: next shapes
/beamtracer/viz/fx/track/shapesopacityTrack Shapes Opacity, 0 to 1
/beamtracer/viz/fx/track/shapesglowTrack Shapes Glow, 0 to 1
/beamtracer/viz/fx/track/markTrack: next mark
/beamtracer/viz/fx/track/minshapeTrack Min Shape, 2 to 80
/beamtracer/viz/fx/track/maxshapeTrack Max Shape, 4 to 200
/beamtracer/viz/fx/track/featureTrack Feature Size, 0.02 to 1
/beamtracer/viz/fx/track/seedTrack Seed Variation, 0 to 1
/beamtracer/viz/fx/track/hierarchyTrack Size Hierarchy, 0 to 1
/beamtracer/viz/fx/track/strokeTrack Shape Stroke, 0.25 to 6
/beamtracer/viz/fx/track/scanTrack: next scan
/beamtracer/viz/fx/track/scanopacityTrack Scan Opacity, 0 to 1
/beamtracer/viz/fx/track/scanglowTrack Scan Glow, 0 to 1
/beamtracer/viz/fx/track/sweepTrack: next sweep
/beamtracer/viz/fx/track/speedTrack Sweep Speed, 0.05 to 2
/beamtracer/viz/fx/track/scanlineTrack Scan Line, 0 to 1
/beamtracer/viz/fx/track/curtainTrack Curtain, 0 to 1
/beamtracer/viz/fx/track/spectrumTrack Curtain Spectrum, 0 to 1
/beamtracer/viz/fx/track/curtaindirectionTrack: next curtain direction
/beamtracer/viz/fx/track/curtaindensityTrack Curtain Density, 0.2 to 3
/beamtracer/viz/fx/track/curtainlengthTrack Extrusion Length, 0.2 to 2
/beamtracer/viz/fx/track/targetsTrack Targets, 0 to 1
/beamtracer/viz/fx/track/shapeTrack: next target shape
/beamtracer/viz/fx/track/echoTrack Echo, 0 to 1
/beamtracer/viz/fx/track/scanlabelsTrack Scan Labels, 0 to 1
/beamtracer/viz/fx/track/smoothTrack Smooth, 0 to 1
/beamtracer/viz/fx/track/jitterTrack Jitter, 0 to 1
/beamtracer/viz/fx/track/jitterrateTrack Jitter Rate, 1 to 30
/beamtracer/viz/fx/track/randomizeTrack: next randomize
/beamtracer/viz/fx/track/intensityTrack Intensity, 0 to 2
/beamtracer/viz/fx/track/sizeTrack Line Size, 0.5 to 3
/beamtracer/viz/fx/track/reachTrack Reach, 0.04 to 0.5
/beamtracer/viz/fx/track/tilesTrack Tiles, 4 to 48
/beamtracer/viz/fx/track/depthTrack Depth, 0 to 1
/beamtracer/viz/fx/track/colorsTrack: next colors
/beamtracer/viz/fx/track/labelsTrack: next labels
/beamtracer/viz/fx/track/labeltextTrack: next label text
/beamtracer/viz/fx/track/labelrateTrack Label Rate, 0 to 30
/beamtracer/viz/fx/emitEmit on (1) or off (0); no value toggles
/beamtracer/viz/fx/emit/hitEmit HIT
/beamtracer/viz/fx/emit/hideEmit hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/emit/fromEmit: next from
/beamtracer/viz/fx/emit/whenEmit: next when
/beamtracer/viz/fx/emit/shapeEmit: next shape
/beamtracer/viz/fx/emit/rateEmit Rate, 0 to 1500
/beamtracer/viz/fx/emit/speedEmit Speed, 0 to 2
/beamtracer/viz/fx/emit/directionEmit Direction, −180 to 180
/beamtracer/viz/fx/emit/spreadEmit Spread, 0 to 1
/beamtracer/viz/fx/emit/gravityEmit Gravity, −1 to 1
/beamtracer/viz/fx/emit/lifeEmit Life, 0.3 to 6
/beamtracer/viz/fx/emit/sizeEmit Size, 0.2 to 4
/beamtracer/viz/fx/emit/growEmit Grow, 0.2 to 5
/beamtracer/viz/fx/emit/paletteEmit: next colors
/beamtracer/viz/fx/emit/mixEmit Mix, 0 to 1
/beamtracer/viz/fx/handframeHand Frame on (1) or off (0); no value toggles
/beamtracer/viz/fx/handframe/hitHand Frame HIT
/beamtracer/viz/fx/handframe/hideHand Frame hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/handframe/paletteHand Frame: next palette
/beamtracer/viz/fx/handframe/intensityHand Frame Intensity, 0 to 1
/beamtracer/viz/fx/handframe/bandsHand Frame Bands, 0.5 to 8
/beamtracer/viz/fx/handframe/speedHand Frame Speed, −2 to 2
/beamtracer/viz/fx/handframe/edgeHand Frame Outline, 0 to 0.02
/beamtracer/viz/fx/handframe/featherHand Frame Soft Edge, 0 to 0.03
/beamtracer/viz/fx/handframe/smoothHand Frame Smoothing, 0 to 0.95
/beamtracer/viz/fx/maskMask on (1) or off (0); no value toggles
/beamtracer/viz/fx/mask/hitMask HIT
/beamtracer/viz/fx/mask/hideMask hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/mask/shapeMask: next shape
/beamtracer/viz/fx/mask/dealMask: next deal
/beamtracer/viz/fx/mask/regionMask: next region
/beamtracer/viz/fx/mask/blinkMask Blink, 0 to 1
/beamtracer/viz/fx/mask/areaMask: next area
/beamtracer/viz/fx/mask/growMask Grow, −0.3 to 1
/beamtracer/viz/fx/mask/featherMask Soft Edge, 0 to 0.05
/beamtracer/viz/fx/mask/edgeMask Outline, 0 to 0.02
/beamtracer/viz/fx/mask/glowMask Glow, 0 to 2
/beamtracer/viz/fx/mask/glowsizeMask Glow Size, 0.005 to 0.2
/beamtracer/viz/fx/mask/smoothMask Smoothing, 0 to 0.95
/beamtracer/viz/fx/windowPortrait Window on (1) or off (0); no value toggles
/beamtracer/viz/fx/window/hitPortrait Window HIT
/beamtracer/viz/fx/window/hidePortrait Window hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/window/followPortrait Window: next follow
/beamtracer/viz/fx/window/treatmentPortrait Window: next treatment
/beamtracer/viz/fx/window/widthPortrait Window Window Width, 0.05 to 1
/beamtracer/viz/fx/window/heightPortrait Window Window Height, 0.1 to 1
/beamtracer/viz/fx/window/pitchPortrait Window Pitch, 20 to 240
/beamtracer/viz/fx/window/linesPortrait Window Lines, 20 to 240
/beamtracer/viz/fx/window/blurPortrait Window Backdrop Blur, 0 to 1
/beamtracer/viz/fx/window/outlinePortrait Window Outline, 0 to 0.01
/beamtracer/viz/fx/window/smoothPortrait Window Smoothing, 0 to 0.95
/beamtracer/viz/fx/shakeShake on (1) or off (0); no value toggles
/beamtracer/viz/fx/shake/hitShake HIT
/beamtracer/viz/fx/shake/hideShake hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/shake/amountShake Amount, 0 to 0.25
/beamtracer/viz/fx/shake/speedShake Speed, 0.1 to 40
/beamtracer/viz/fx/shake/pumpShake Pump, −0.6 to 0.6
/beamtracer/viz/fx/shake/rollShake Roll, −0.6 to 0.6
/beamtracer/viz/fx/barrelBarrel on (1) or off (0); no value toggles
/beamtracer/viz/fx/barrel/hitBarrel HIT
/beamtracer/viz/fx/barrel/hideBarrel hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/barrel/amountBarrel Amount, −2 to 2
/beamtracer/viz/fx/barrel/xmulBarrel X Multiplier, 0 to 2
/beamtracer/viz/fx/barrel/ymulBarrel Y Multiplier, 0 to 2
/beamtracer/viz/fx/barrel/centerxBarrel Center X, 0 to 1
/beamtracer/viz/fx/barrel/centeryBarrel Center Y, 0 to 1
/beamtracer/viz/fx/barrel/zoomBarrel Zoom, 0.3 to 3
/beamtracer/viz/fx/swirlSwirl on (1) or off (0); no value toggles
/beamtracer/viz/fx/swirl/hitSwirl HIT
/beamtracer/viz/fx/swirl/hideSwirl hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/swirl/angleSwirl Angle, −12 to 12
/beamtracer/viz/fx/swirl/radiusSwirl Radius, 0.05 to 1.5
/beamtracer/viz/fx/swirl/centerxSwirl Center X, 0 to 1
/beamtracer/viz/fx/swirl/centerySwirl Center Y, 0 to 1
/beamtracer/viz/fx/polarPolar on (1) or off (0); no value toggles
/beamtracer/viz/fx/polar/hitPolar HIT
/beamtracer/viz/fx/polar/hidePolar hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/polar/amountPolar Amount, 0 to 1
/beamtracer/viz/fx/polar/wrapPolar Wrap Width, 0.2 to 2
/beamtracer/viz/fx/polar/spinPolar Spin, −1 to 1
/beamtracer/viz/fx/kaleidoKaleido on (1) or off (0); no value toggles
/beamtracer/viz/fx/kaleido/hitKaleido HIT
/beamtracer/viz/fx/kaleido/hideKaleido hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/kaleido/segmentsKaleido Segments, 2 to 16
/beamtracer/viz/fx/kaleido/spinKaleido Spin, −1 to 1
/beamtracer/viz/fx/kaleido/zoomKaleido Zoom, 0.3 to 3
/beamtracer/viz/fx/mirrorMirror Fold on (1) or off (0); no value toggles
/beamtracer/viz/fx/mirror/hitMirror Fold HIT
/beamtracer/viz/fx/mirror/hideMirror Fold hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/mirror/modeMirror Fold: next fold
/beamtracer/viz/fx/mirror/sideMirror Fold: next source half
/beamtracer/viz/fx/mirror/shiftMirror Fold Fold Shift, −0.3 to 0.3
/beamtracer/viz/fx/mirror/mixMirror Fold Mix, 0 to 1
/beamtracer/viz/fx/drosteDroste on (1) or off (0); no value toggles
/beamtracer/viz/fx/droste/hitDroste HIT
/beamtracer/viz/fx/droste/hideDroste hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/droste/amountDroste Amount, 0 to 1
/beamtracer/viz/fx/droste/ratioDroste Ratio, 1.1 to 8
/beamtracer/viz/fx/droste/spiralDroste Spiral, −3 to 3
/beamtracer/viz/fx/droste/speedDroste Speed, −3 to 3
/beamtracer/viz/fx/droste/centerxDroste Center X, 0 to 1
/beamtracer/viz/fx/droste/centeryDroste Center Y, 0 to 1
/beamtracer/viz/fx/concentricConcentric Tile on (1) or off (0); no value toggles
/beamtracer/viz/fx/concentric/hitConcentric Tile HIT
/beamtracer/viz/fx/concentric/hideConcentric Tile hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/concentric/scaleConcentric Tile Ring Scale, 1.1 to 4
/beamtracer/viz/fx/concentric/radiusConcentric Tile Ring Size, 0.1 to 0.5
/beamtracer/viz/fx/concentric/mixConcentric Tile Mix, 0 to 1
/beamtracer/viz/fx/concentric/spinConcentric Tile Spin, −1 to 1
/beamtracer/viz/fx/pixelatePixelate on (1) or off (0); no value toggles
/beamtracer/viz/fx/pixelate/hitPixelate HIT
/beamtracer/viz/fx/pixelate/hidePixelate hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/pixelate/sizePixelate Block Size, 1 to 96
/beamtracer/viz/fx/hextileHex Tile on (1) or off (0); no value toggles
/beamtracer/viz/fx/hextile/hitHex Tile HIT
/beamtracer/viz/fx/hextile/hideHex Tile hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/hextile/countHex Tile Cells, 4 to 120
/beamtracer/viz/fx/hextile/softnessHex Tile Softness, 0 to 0.5
/beamtracer/viz/fx/hextile/gapHex Tile Gap, 0 to 0.5
/beamtracer/viz/fx/hextile/mixHex Tile Mix, 0 to 1
/beamtracer/viz/fx/hexmirrorHex Mirror on (1) or off (0); no value toggles
/beamtracer/viz/fx/hexmirror/hitHex Mirror HIT
/beamtracer/viz/fx/hexmirror/hideHex Mirror hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/hexmirror/sizeHex Mirror Tile Size, 0.05 to 1
/beamtracer/viz/fx/hexmirror/rotationHex Mirror Rotation, 0 to 360
/beamtracer/viz/fx/hexmirror/spinHex Mirror Spin, −2 to 2
/beamtracer/viz/fx/hexmirror/zoomHex Mirror Zoom, 0.1 to 3
/beamtracer/viz/fx/hexmirror/centerxHex Mirror Center X, 0 to 1
/beamtracer/viz/fx/hexmirror/centeryHex Mirror Center Y, 0 to 1
/beamtracer/viz/fx/hexmirror/sampleHex Mirror: next sample
/beamtracer/viz/fx/hexmirror/mixHex Mirror Mix, 0 to 1
/beamtracer/viz/fx/gridtileGrid Tile on (1) or off (0); no value toggles
/beamtracer/viz/fx/gridtile/hitGrid Tile HIT
/beamtracer/viz/fx/gridtile/hideGrid Tile hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/gridtile/columnsGrid Tile Columns, 1 to 20
/beamtracer/viz/fx/gridtile/rowsGrid Tile Rows, 1 to 20
/beamtracer/viz/fx/gridtile/zoomGrid Tile Zoom, 0.1 to 3
/beamtracer/viz/fx/gridtile/centerxGrid Tile Center X, 0 to 1
/beamtracer/viz/fx/gridtile/centeryGrid Tile Center Y, 0 to 1
/beamtracer/viz/fx/gridtile/gapGrid Tile Gap, 0 to 0.1
/beamtracer/viz/fx/gridtile/overlapGrid Tile Overlap, 0 to 1
/beamtracer/viz/fx/gridtile/mirrorGrid Tile: next mirror neighbors
/beamtracer/viz/fx/gridtile/rotationGrid Tile Rotation Step, 0 to 180
/beamtracer/viz/fx/gridtile/turnGrid Tile: next rotation order
/beamtracer/viz/fx/gridtile/mixGrid Tile Mix, 0 to 1
/beamtracer/viz/fx/rippleRipple on (1) or off (0); no value toggles
/beamtracer/viz/fx/ripple/hitRipple HIT
/beamtracer/viz/fx/ripple/hideRipple hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/ripple/amplitudeRipple Amplitude, 0 to 0.1
/beamtracer/viz/fx/ripple/frequencyRipple Frequency, 1 to 50
/beamtracer/viz/fx/ripple/speedRipple Speed, 0 to 5
/beamtracer/viz/fx/ripple/decayRipple Decay, 0 to 5
/beamtracer/viz/fx/ripple/centerxRipple Center X, 0 to 1
/beamtracer/viz/fx/ripple/centeryRipple Center Y, 0 to 1
/beamtracer/viz/fx/ripple/mixRipple Mix, 0 to 1
/beamtracer/viz/fx/pondPond Ripple on (1) or off (0); no value toggles
/beamtracer/viz/fx/pond/hitPond Ripple HIT
/beamtracer/viz/fx/pond/hidePond Ripple hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/pond/amplitudePond Ripple Amplitude, 0 to 0.3
/beamtracer/viz/fx/pond/ringsPond Ripple Rings, 0.5 to 12
/beamtracer/viz/fx/pond/speedPond Ripple Speed, −3 to 3
/beamtracer/viz/fx/pond/crestPond Ripple Crest Width, 0.02 to 0.5
/beamtracer/viz/fx/pond/decayPond Ripple Decay, 0 to 5
/beamtracer/viz/fx/pond/shimmerPond Ripple Shimmer, 0 to 1
/beamtracer/viz/fx/pond/chromaticPond Ripple Color Split, 0 to 1
/beamtracer/viz/fx/pond/centerxPond Ripple Center X, 0 to 1
/beamtracer/viz/fx/pond/centeryPond Ripple Center Y, 0 to 1
/beamtracer/viz/fx/pond/mixPond Ripple Mix, 0 to 1
/beamtracer/viz/fx/waterWater on (1) or off (0); no value toggles
/beamtracer/viz/fx/water/hitWater HIT
/beamtracer/viz/fx/water/hideWater hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/water/speedWater Wave Speed, 0.1 to 5
/beamtracer/viz/fx/water/strengthWater Wave Strength, 0.001 to 0.1
/beamtracer/viz/fx/water/scaleWater Wave Scale, 1 to 50
/beamtracer/viz/fx/water/mixWater Mix, 0 to 1
/beamtracer/viz/fx/rainRaindrops on (1) or off (0); no value toggles
/beamtracer/viz/fx/rain/hitRaindrops HIT
/beamtracer/viz/fx/rain/hideRaindrops hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/rain/refractionRaindrops Refraction, 0 to 2
/beamtracer/viz/fx/rain/densityRaindrops Density, 0 to 1
/beamtracer/viz/fx/rain/scaleRaindrops Scale, 2 to 20
/beamtracer/viz/fx/rain/speedRaindrops Speed, 0 to 3
/beamtracer/viz/fx/rain/slideRaindrops Slide, 0 to 1
/beamtracer/viz/fx/rain/frostRaindrops Frost, 0 to 1
/beamtracer/viz/fx/rain/mixRaindrops Mix, 0 to 1
/beamtracer/viz/fx/tearRow Tear on (1) or off (0); no value toggles
/beamtracer/viz/fx/tear/hitRow Tear HIT
/beamtracer/viz/fx/tear/hideRow Tear hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/tear/amountRow Tear Tear, 0 to 0.2
/beamtracer/viz/fx/tear/rowsRow Tear Rows, 8 to 240
/beamtracer/viz/fx/tear/rateRow Tear Reshuffle, 0 to 30
/beamtracer/viz/fx/tear/fringeRow Tear Color Slip, 0 to 0.02
/beamtracer/viz/fx/glitchGlitch on (1) or off (0); no value toggles
/beamtracer/viz/fx/glitch/hitGlitch HIT
/beamtracer/viz/fx/glitch/hideGlitch hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/glitch/intensityGlitch Intensity, 0 to 1
/beamtracer/viz/fx/glitch/speedGlitch Speed, 0.1 to 5
/beamtracer/viz/fx/glitch/blockGlitch Block Size, 0.01 to 0.2
/beamtracer/viz/fx/glitch/shiftGlitch Color Shift, 0 to 0.1
/beamtracer/viz/fx/glitch/linesGlitch: next lines
/beamtracer/viz/fx/glitch/wavefrequencyGlitch Wave Frequency, 1 to 60
/beamtracer/viz/fx/glitch/waveamplitudeGlitch Wave Amplitude, 0 to 0.3
/beamtracer/viz/fx/glitch/mixGlitch Mix, 0 to 1
/beamtracer/viz/fx/radialblurRadial Blur on (1) or off (0); no value toggles
/beamtracer/viz/fx/radialblur/hitRadial Blur HIT
/beamtracer/viz/fx/radialblur/hideRadial Blur hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/radialblur/weightRadial Blur Weight, 0 to 1
/beamtracer/viz/fx/radialblur/decayRadial Blur Decay, 0.5 to 1
/beamtracer/viz/fx/radialblur/exposureRadial Blur Exposure, 0 to 10
/beamtracer/viz/fx/radialblur/countRadial Blur Samples, 8 to 64
/beamtracer/viz/fx/radialblur/centerxRadial Blur Center X, 0 to 1
/beamtracer/viz/fx/radialblur/centeryRadial Blur Center Y, 0 to 1
/beamtracer/viz/fx/tiltshiftTilt Shift on (1) or off (0); no value toggles
/beamtracer/viz/fx/tiltshift/hitTilt Shift HIT
/beamtracer/viz/fx/tiltshift/hideTilt Shift hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/tiltshift/focusTilt Shift Focus Position, 0 to 1
/beamtracer/viz/fx/tiltshift/widthTilt Shift Focus Width, 0 to 0.5
/beamtracer/viz/fx/tiltshift/blurTilt Shift Blur, 0 to 10
/beamtracer/viz/fx/tiltshift/falloffTilt Shift Falloff, 0 to 2
/beamtracer/viz/fx/tiltshift/mixTilt Shift Mix, 0 to 1
/beamtracer/viz/fx/glowGlow on (1) or off (0); no value toggles
/beamtracer/viz/fx/glow/hitGlow HIT
/beamtracer/viz/fx/glow/hideGlow hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/glow/strengthGlow Strength, 0 to 3
/beamtracer/viz/fx/glow/radiusGlow Radius, 0 to 1
/beamtracer/viz/fx/glow/thresholdGlow Threshold, 0 to 1
/beamtracer/viz/fx/streaksLens Streaks on (1) or off (0); no value toggles
/beamtracer/viz/fx/streaks/hitLens Streaks HIT
/beamtracer/viz/fx/streaks/hideLens Streaks hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/streaks/amountLens Streaks Amount, 0 to 2
/beamtracer/viz/fx/streaks/lengthLens Streaks Length, 0 to 1
/beamtracer/viz/fx/streaks/thresholdLens Streaks Threshold, 0.3 to 0.95
/beamtracer/viz/fx/feedbackFeedback on (1) or off (0); no value toggles
/beamtracer/viz/fx/feedback/hitFeedback HIT
/beamtracer/viz/fx/feedback/hideFeedback hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/feedback/persistenceFeedback Persistence, 0 to 0.975
/beamtracer/viz/fx/feedback/zoomFeedback Zoom, −0.03 to 0.08
/beamtracer/viz/fx/feedback/spinFeedback Spin, −3 to 3
/beamtracer/viz/fx/feedback/driftxFeedback Drift X, −0.3 to 0.3
/beamtracer/viz/fx/feedback/driftyFeedback Drift Y, −0.3 to 0.3
/beamtracer/viz/fx/feedback/hueshiftFeedback Hue Shift, −1 to 1
/beamtracer/viz/fx/slitscanSlit-scan on (1) or off (0); no value toggles
/beamtracer/viz/fx/slitscan/hitSlit-scan HIT
/beamtracer/viz/fx/slitscan/hideSlit-scan hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/slitscan/amountSlit-scan Amount, 0 to 1
/beamtracer/viz/fx/slitscan/axisSlit-scan Axis, 0 to 1
/beamtracer/viz/fx/slitscan/spreadSlit-scan Time Spread, 0.1 to 4
/beamtracer/viz/fx/slitscan/rollSlit-scan Roll, −2 to 2
/beamtracer/viz/fx/slitscan/spanSlit-scan Frame Step, 1 to 8
/beamtracer/viz/fx/rgbshiftRgb Shift on (1) or off (0); no value toggles
/beamtracer/viz/fx/rgbshift/hitRgb Shift HIT
/beamtracer/viz/fx/rgbshift/hideRgb Shift hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/rgbshift/amountRgb Shift Amount, 0 to 0.05
/beamtracer/viz/fx/rgbshift/angleRgb Shift Angle, 0 to 360
/beamtracer/viz/fx/chromaticChromatic on (1) or off (0); no value toggles
/beamtracer/viz/fx/chromatic/hitChromatic HIT
/beamtracer/viz/fx/chromatic/hideChromatic hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/chromatic/strengthChromatic Strength, 0 to 4
/beamtracer/viz/fx/chromatic/scaleChromatic Scale, 0.5 to 2
/beamtracer/viz/fx/chromatic/centerxChromatic Center X, 0 to 1
/beamtracer/viz/fx/chromatic/centeryChromatic Center Y, 0 to 1
/beamtracer/viz/fx/chromatic/orbitChromatic Center Orbit, 0 to 2
/beamtracer/viz/fx/dotscreenDot Screen on (1) or off (0); no value toggles
/beamtracer/viz/fx/dotscreen/hitDot Screen HIT
/beamtracer/viz/fx/dotscreen/hideDot Screen hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/dotscreen/angleDot Screen Angle, 0 to 180
/beamtracer/viz/fx/dotscreen/scaleDot Screen Scale, 0.1 to 3
/beamtracer/viz/fx/dotscreen/mixDot Screen Mix, 0 to 1
/beamtracer/viz/fx/halftoneHalftone on (1) or off (0); no value toggles
/beamtracer/viz/fx/halftone/hitHalftone HIT
/beamtracer/viz/fx/halftone/hideHalftone hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/halftone/countHalftone Dots, 20 to 300
/beamtracer/viz/fx/halftone/radiusHalftone Dot Size, 0 to 1.5
/beamtracer/viz/fx/halftone/angleHalftone Angle, 0 to 90
/beamtracer/viz/fx/halftone/shadowHalftone Shadow Ink, 0 to 1
/beamtracer/viz/fx/halftone/highlightHalftone Highlight Ink, 0 to 1
/beamtracer/viz/fx/asciiAscii on (1) or off (0); no value toggles
/beamtracer/viz/fx/ascii/hitAscii HIT
/beamtracer/viz/fx/ascii/hideAscii hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/ascii/cellsizeAscii Cell Size, 4 to 40
/beamtracer/viz/fx/ascii/mixAscii Mix, 0 to 1
/beamtracer/viz/fx/ascii/charsetAscii: next characters
/beamtracer/viz/fx/ascii/fontAscii: next font
/beamtracer/viz/fx/ascii/matchAscii: next match
/beamtracer/viz/fx/ascii/sharpenAscii Sharpen, 1 to 4
/beamtracer/viz/fx/ascii/brightnessAscii Brightness, −0.5 to 0.5
/beamtracer/viz/fx/ascii/contrastAscii Contrast, 0.5 to 3
/beamtracer/viz/fx/ascii/ditherAscii: next dither
/beamtracer/viz/fx/ascii/invertAscii: next invert
/beamtracer/viz/fx/ascii/colorAscii: next color
/beamtracer/viz/fx/ascii/saturationAscii Saturation, 0 to 2
/beamtracer/viz/fx/ascii/paletteAscii: next palette
/beamtracer/viz/fx/ascii/fillAscii Fill, 0 to 1
/beamtracer/viz/fx/ascii/backdropAscii Backdrop, 0 to 1
/beamtracer/viz/fx/ascii/fieldAscii: next field
/beamtracer/viz/fx/ascii/fieldmixAscii Field Mix, 0 to 1
/beamtracer/viz/fx/ascii/fieldspeedAscii Field Speed, 0 to 3
/beamtracer/viz/fx/ascii/fieldscaleAscii Field Scale, 0.25 to 4
/beamtracer/viz/fx/ascii/steadyAscii Steady, 0 to 0.95
/beamtracer/viz/fx/ascii/flickerAscii Flicker, 0 to 1
/beamtracer/viz/fx/edgesEdges on (1) or off (0); no value toggles
/beamtracer/viz/fx/edges/hitEdges HIT
/beamtracer/viz/fx/edges/hideEdges hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/edges/mixEdges Mix, 0 to 1
/beamtracer/viz/fx/edges/styleEdges: next style
/beamtracer/viz/fx/edges/gainEdges Gain, 0.2 to 4
/beamtracer/viz/fx/edges/intensityEdges Intensity, 0.5 to 10
/beamtracer/viz/fx/edges/thicknessEdges Thickness, 0.5 to 5
/beamtracer/viz/fx/edges/thresholdEdges Threshold, 0 to 1
/beamtracer/viz/fx/edges/colorEdges: next line color
/beamtracer/viz/fx/edges/blendEdges: next blend
/beamtracer/viz/fx/gradientGradient Map on (1) or off (0); no value toggles
/beamtracer/viz/fx/gradient/hitGradient Map HIT
/beamtracer/viz/fx/gradient/hideGradient Map hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/gradient/paletteGradient Map: next palette
/beamtracer/viz/fx/gradient/mixGradient Map Mix, 0 to 1
/beamtracer/viz/fx/gradient/offsetGradient Map Offset, −1 to 1
/beamtracer/viz/fx/gradient/cycleGradient Map Cycle, −1 to 1
/beamtracer/viz/fx/thermalThermal on (1) or off (0); no value toggles
/beamtracer/viz/fx/thermal/hitThermal HIT
/beamtracer/viz/fx/thermal/hideThermal hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/thermal/paletteThermal: next palette
/beamtracer/viz/fx/thermal/alertThermal Alert, 0.5 to 0.99
/beamtracer/viz/fx/thermal/mixThermal Mix, 0 to 1
/beamtracer/viz/fx/thermal/bodyheatThermal Body Heat, 0 to 1
/beamtracer/viz/fx/thermal/skinheatThermal Skin Heat, 0 to 1
/beamtracer/viz/fx/thermal/coldskyThermal Cold Sky, 0 to 1
/beamtracer/viz/fx/thermal/levelThermal Level, −0.5 to 0.5
/beamtracer/viz/fx/thermal/gainThermal Gain, 0.5 to 3
/beamtracer/viz/fx/thermal/detailThermal Detail, 0 to 1
/beamtracer/viz/fx/thermal/softnessThermal Softness, 0 to 1
/beamtracer/viz/fx/thermal/noiseThermal Noise, 0 to 1
/beamtracer/viz/fx/thermal/trailThermal Trail, 0 to 1
/beamtracer/viz/fx/thermal/shimmerThermal Shimmer, 0 to 1
/beamtracer/viz/fx/thermal/textureThermal Texture, 0 to 1
/beamtracer/viz/fx/invertInvert on (1) or off (0); no value toggles
/beamtracer/viz/fx/invert/hitInvert HIT
/beamtracer/viz/fx/invert/hideInvert hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/invert/modeInvert: next mode
/beamtracer/viz/fx/invert/mixInvert Mix, 0 to 1
/beamtracer/viz/fx/xrayX Ray on (1) or off (0); no value toggles
/beamtracer/viz/fx/xray/hitX Ray HIT
/beamtracer/viz/fx/xray/hideX Ray hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/xray/contrastX Ray Contrast, 0.5 to 4
/beamtracer/viz/fx/xray/glowX Ray Edge Glow, 0 to 3
/beamtracer/viz/fx/xray/mixX Ray Mix, 0 to 1
/beamtracer/viz/fx/zoomZoom on (1) or off (0); no value toggles
/beamtracer/viz/fx/zoom/hitZoom HIT
/beamtracer/viz/fx/zoom/hideZoom hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/zoom/amountZoom Amount, 1 to 6
/beamtracer/viz/fx/zoom/centerZoom: next center
/beamtracer/viz/fx/blurBlur on (1) or off (0); no value toggles
/beamtracer/viz/fx/blur/hitBlur HIT
/beamtracer/viz/fx/blur/hideBlur hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/blur/amountBlur Amount, 0 to 1
/beamtracer/viz/fx/duotoneDuotone on (1) or off (0); no value toggles
/beamtracer/viz/fx/duotone/hitDuotone HIT
/beamtracer/viz/fx/duotone/hideDuotone hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/duotone/contrastDuotone Contrast, 0.2 to 4
/beamtracer/viz/fx/duotone/crushDuotone Black Crush, 0 to 0.4
/beamtracer/viz/fx/duotone/mixDuotone Mix, 0 to 1
/beamtracer/viz/fx/posterizePosterize on (1) or off (0); no value toggles
/beamtracer/viz/fx/posterize/hitPosterize HIT
/beamtracer/viz/fx/posterize/hidePosterize hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/posterize/levelsPosterize Levels, 2 to 32
/beamtracer/viz/fx/posterize/crushPosterize Black Crush, 0 to 0.5
/beamtracer/viz/fx/posterize/chromaPosterize Color, 0 to 2
/beamtracer/viz/fx/posterize/mixPosterize Mix, 0 to 1
/beamtracer/viz/fx/ditherDither on (1) or off (0); no value toggles
/beamtracer/viz/fx/dither/hitDither HIT
/beamtracer/viz/fx/dither/hideDither hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/dither/algorithmDither: next algorithm
/beamtracer/viz/fx/dither/levelsDither Color Levels, 2 to 16
/beamtracer/viz/fx/dither/pixelDither Pixel Scale, 1 to 32
/beamtracer/viz/fx/dither/thresholdDither Threshold, −0.5 to 0.5
/beamtracer/viz/fx/dither/contrastDither Contrast, 0.2 to 3
/beamtracer/viz/fx/dither/edgeDither Edge Preserve, 0 to 1
/beamtracer/viz/fx/dither/inkDither: next ink / paper
/beamtracer/viz/fx/dither/invertDither: next invert print
/beamtracer/viz/fx/dither/monoDither Grayscale, 0 to 1
/beamtracer/viz/fx/dither/motionDither Motion, 0 to 1
/beamtracer/viz/fx/dither/mixDither Mix, 0 to 1
/beamtracer/viz/fx/toneColor Tone on (1) or off (0); no value toggles
/beamtracer/viz/fx/tone/hitColor Tone HIT
/beamtracer/viz/fx/tone/hideColor Tone hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/tone/hueColor Tone Hue, −180 to 180
/beamtracer/viz/fx/tone/huespeedColor Tone Hue Speed, −1 to 1
/beamtracer/viz/fx/tone/saturationColor Tone Saturation, 0 to 2
/beamtracer/viz/fx/tone/brightnessColor Tone Brightness, 0 to 2
/beamtracer/viz/fx/tone/contrastColor Tone Contrast, 0 to 2
/beamtracer/viz/fx/tone/gammaColor Tone Gamma, 0.3 to 3
/beamtracer/viz/fx/bleachBleach Bypass on (1) or off (0); no value toggles
/beamtracer/viz/fx/bleach/hitBleach Bypass HIT
/beamtracer/viz/fx/bleach/hideBleach Bypass hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/bleach/amountBleach Bypass Amount, 0 to 1
/beamtracer/viz/fx/sepiaSepia on (1) or off (0); no value toggles
/beamtracer/viz/fx/sepia/hitSepia HIT
/beamtracer/viz/fx/sepia/hideSepia hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/sepia/amountSepia Amount, 0 to 1
/beamtracer/viz/fx/filmFilm Grain on (1) or off (0); no value toggles
/beamtracer/viz/fx/film/hitFilm Grain HIT
/beamtracer/viz/fx/film/hideFilm Grain hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/film/grainFilm Grain Grain, 0 to 1
/beamtracer/viz/fx/film/scanlinesFilm Grain Scanlines, 0 to 1
/beamtracer/viz/fx/film/countFilm Grain Scanline Count, 64 to 2048
/beamtracer/viz/fx/film/rollFilm Grain Scanline Roll, −2 to 2
/beamtracer/viz/fx/film/monoFilm Grain Grayscale, 0 to 1
/beamtracer/viz/fx/crtCrt on (1) or off (0); no value toggles
/beamtracer/viz/fx/crt/hitCrt HIT
/beamtracer/viz/fx/crt/hideCrt hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/crt/curvatureCrt Curvature, 0 to 0.5
/beamtracer/viz/fx/crt/scanlinesCrt Scanlines, 0 to 1
/beamtracer/viz/fx/crt/rgboffsetCrt Rgb Offset, 0 to 0.01
/beamtracer/viz/fx/crt/vignetteCrt Vignette, 0 to 1
/beamtracer/viz/fx/crt/mixCrt Mix, 0 to 1
/beamtracer/viz/fx/flashBeat Flash on (1) or off (0); no value toggles
/beamtracer/viz/fx/flash/hitBeat Flash HIT
/beamtracer/viz/fx/flash/hideBeat Flash hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/flash/intensityBeat Flash Intensity, 0 to 4
/beamtracer/viz/fx/vignetteVignette on (1) or off (0); no value toggles
/beamtracer/viz/fx/vignette/hitVignette HIT
/beamtracer/viz/fx/vignette/hideVignette hidden (1) or shown (0); no value toggles
/beamtracer/viz/fx/vignette/amountVignette Amount, 0 to 1
/beamtracer/viz/fx/vignette/softnessVignette Softness, 0.05 to 1

Tips

  • Start with one effect and add others one at a time — the order changes the look more than any single slider.
  • Feedback with a small Zoom under Kaleido turns any visualizer into a tunnel of mirrored trails.
  • Halftone, Dot Screen and ASCII read best on visualizers with large shapes and strong contrast.
  • Map a few HIT buttons to drum pads for effects that land on the beat. Shake HIT on the kick is the classic.
  • Droste with a little Spiral turns any visualizer into an endless tunnel of itself; assign bass to its Speed to surge forward on every kick.
  • Slit-scan shows best on visualizers with steady motion: each strip of the frame is a moment older than the last, so movement bends across the screen.
  • Posterize or Duotone after Hex Tile gives a screen-printed mosaic.
  • Assign the beat to Beat Flash → Intensity to wash the picture toward the flash color on every kick, or map its HIT to a pad.
  • Row Tear with its HIT on the snare breaks the picture up like a damaged signal for a moment, then lets it settle.
  • Mirror Fold before Kaleido turns any visualizer symmetrical first; Glow and Lens Streaks last in the list make the brightest points bloom and streak.