A downloadable project

Canvas transform controls:

Drag the selected emitter crosshair to move it
Drag the blue box corner handles to scale
Hold Shift while scaling to force a 1:1 square scale
Drag the round handle above the box to rotate
Hold Shift while rotating to snap in 15-degree steps
Locked emitters cannot be edited on the canvas


Scene panel:

Layers can be shown/hidden with the eye icon
Hiding a layer hides its emitters without changing the emitters' own visibility flags
Drag layers to reorder layer compositing
Drag emitters to reorder them or move them between layers
Duplicating a layer duplicates its emitters too


Emitter Parameters

Emitter

  • Name: Emitter label shown in the Scene panel
  • Blend Mode: How particles from this emitter blend with pixels behind them
    • Normal: Standard alpha blending
    • Additive: Brightens the image using particle colour and alpha
    • Multiply: Darkens/tints pixels behind the particle
    • Screen: Brightens while preserving more colour than additive
    • Subtract: Subtracts particle colour from pixels behind it
  • Particle Sort: Draw order for particles inside this emitter
    • Oldest First: Older particles draw behind newer particles
    • Newest First: Newer particles draw behind older particles
  • Simulation Rotation: Rotates the entire emitter simulation, including particles, motion, gravity, noise, and directional forces
  • Simulation Scale: Scales the entire emitter simulation
    • X and Y can be different
    • Non-uniform scale squashes or stretches particles as well as their motion
  • Seamless Looping: Makes the emitter use deterministic loop timing so start/end frames can match for seamless exports


General

  • Amount (per second): Continuous spawn rate in particles per second
  • Amount Curve: Multiplies spawn rate over the emitter duration
  • Burst: Compresses emission time
    • 0 emits over the full emission duration
    • 1 emits all particles at once
    • 0.5 emits over roughly half the emission duration
  • Lifetime (seconds): How long each particle lives, up to 30 seconds
  • Lifetime Randomise: Random variation of particle lifetime, from 0% to 100%
  • Emission Duration (seconds): How long the emitter actively emits particles, up to 30 seconds
  • Emission Delay (seconds): Wait time before the emitter starts emitting
  • Timescale: Simulation speed multiplier. 1.0 is normal, 0.5 is half speed, 2.0 is double speed
  • Gravity (X/Y): Constant force applied to particles over time. Gravity is part of the emitter simulation, so it rotates with Simulation Rotation
  • Random Seed: Changes the emitter's random pattern. Larger offsets produce more noticeable differences

Shape

  • Shape: Spawn region type
    • Point: Particles spawn from the emitter position
    • Circle: Particles spawn between minimum and maximum radius
    • Box: Particles spawn inside a rectangle
    • Line: Particles spawn along an editable polyline

Circle

  • Circle Min Radius: Inner spawn radius
  • Circle Max Radius: Outer spawn radius

Box

  • Box Width: Spawn rectangle width
  • Box Height: Spawn rectangle height

Line

  • Line Spawn Mode:
    • Random: Random points along the active line span
    • Uniform: Evenly spaced emission points along the active line span
    • Single Point: One animated emission point along the line
  • Spread Count: Uniform mode only. Amount of evenly spaced emission points on the line
  • Emit Start Curve: Random/Uniform modes. Animated start of active line span, from 0 to 1
  • Emit End Curve: Random/Uniform modes. Animated end of active line span, from 0 to 1
  • Emit Point Curve: Single Point mode. Animated emission position on the line, from 0 to 1
  • Reset Line: Resets the polyline to two default points

Line editing in Source preview:

  • Drag a point to move it
  • Click a segment to insert a point
  • Right-click a point to delete it
  • A line always keeps at least two points

Velocity

  • Speed: Initial particle speed. 0 is valid for stationary particles such as flashes
  • Speed Randomise: Random variation of speed, from 0% to 100%
  • Speed Curve: Multiplier applied to speed over particle lifetime
  • Damping: Drag/friction applied to particle velocity over time
  • Damping Randomise: Random variation of damping, from 0% to 100%
  • Linear Acceleration: Curve-controlled acceleration along the particle's movement direction over lifetime
  • Linear Acceleration Randomise: Random variation of linear acceleration, from 0% to 100%
  • Radial Velocity: Curve-controlled push away from or pull toward the emitter centre over lifetime
  • Radial Velocity Randomise: Random variation of radial velocity, from 0% to 100%
  • Orbital Velocity: Tangential movement around the emitter centre. Positive and negative values orbit in opposite directions
  • Orbital Velocity Randomise: Random variation of orbital velocity, from 0% to 100%
  • Orbital Velocity Curve: Multiplier applied to orbital velocity over particle lifetime

Angle

  • Direction Mode: Only shown for Line shape
    • Fixed Angle: Uses Emission Direction and Directional Spread directly
    • Line Direction: Launches along the local line segment direction
    • Line Outward: Launches perpendicular to the local line segment
  • Emission Direction: Base direction for particle velocity
  • Directional Spread: Random +/- angle range around Emission Direction
  • Radial Spawn Offset: Offset in the emission direction where particles spawn
  • Initial Particle Rotation: Starting texture rotation for each particle
  • Particle Rotation Randomise: Random variation of initial particle rotation
  • Particle Rotation Speed: Spin speed over time
  • Particle Rotation Speed Randomise: Random variation of spin speed
  • Rotation Curve: Multiplier applied to particle rotation speed over lifetime
  • Align To Velocity: Rotates each particle so it faces its movement direction
  • Velocity Angle Offset: Extra angle offset when Align To Velocity is enabled
  • Random Flip X / Random Flip Y: Randomly mirrors particle texture horizontally or vertically

Texture

  • Particle Texture: Image drawn for each particle. Click the preview to open the texture browser
  • Center Pivot: Pivot point used for rotation and scaling. Drag the crosshair in the preview to edit it
  • Reset: Resets the pivot to the centre
  • Texture Rotation Offset: Rotates the texture orientation without changing particle motion

Flipbook

  • Enable Flipbook: Uses a sprite sheet as an animated particle texture
  • Edit Slices: Opens the slice preview/editor
  • Columns / Rows: Sprite sheet grid layout
  • Frame Count: Number of frames used from the sheet
  • Loop: If enabled, frame playback wraps. If disabled, playback holds on the final frame
  • Start Frame: Starting frame offset
  • Speed Curve: Multiplier applied to flipbook playback over particle lifetime

Flipbook frame order is row-major: left to right, top to bottom

When flipbook is enabled, particle size is based on the individual frame size, not the full sprite sheet size

Size

  • Scale: Particle scale over lifetime. A value of 1 means texture-size scale
  • Scale Randomise: Random variation of scale, from 0% to 100%
  • Width: Width multiplier over particle lifetime
  • Height: Height multiplier over particle lifetime

Colour

  • Colour Gradient: Particle colour and alpha over particle lifetime

Gradient editing:

  • Drag handles to move them
  • Double-click empty space to add a new colour
  • Double-click a handle to edit its colour
  • Right-click a handle to remove it

Trail

  • Enabled: Turns trails on or off
  • Draw Order: Draws trails behind or in front of parent particles
  • Rate: Trail sample spawn rate
  • Lifetime (seconds): How long each trail sample lives, up to 30 seconds
  • Size Curve: Trail sample size over trail lifetime
  • Trail Colour: Trail colour and alpha over trail lifetime

Trails use their own size and colour curves. They do not use the parent particle colour/size curves

Turbulence

  • Turbulence: How strongly particles are pushed around by turbulent motion. Range: 0 to 500
  • Turbulence Size: Size of the turbulence pattern. Lower values create broad sweeping movement; higher values create tighter detail
  • Turbulence Motion: How quickly the turbulence pattern moves over time
  • Turbulence Curve: Controls how much turbulence affects particles over their lifetime
  • Drift (X/Y): A steady directional push added to the turbulence



General usage & tips

Build Layered Effects

  • Use the Scene panel to manage Master Effects, render layers, and emitters
  • Render layers contain emitters. Selecting a layer edits that layer's effects and properties
  • Selecting Master Effects edits the final effect chain applied after all layers are composited
  • Selecting an emitter edits that emitter's properties
  • Use Add Layer, Add Emitter, Duplicate, and Remove to manage the scene
  • Double-click a layer or emitter name to rename it
  • Use the eye icon to toggle layer or emitter visibility
  • Use the lock icon to prevent emitter canvas interaction
  • Drag layers in the Scene panel to reorder layer compositing
  • Drag emitters to reorder them or move them between layers
  • Duplicating a layer also duplicates the emitters inside that layer
  • Layer visibility acts like parent visibility. Child emitters keep their own visibility state, but hidden layers hide their emitters in the preview/output

Emitter Transforms

  • In the Source preview, drag the emitter crosshair to position it
  • Use the selected-emitter transform box to scale or rotate the whole effect
    • Drag a corner handle to scale
    • Hold Shift while scaling to force a 1:1 square scale
    • Drag the round handle to rotate
    • Hold Shift while rotating to snap in 15-degree steps

Shape Modes

  • Point: particles spawn from the emitter position
  • Circle: particles spawn between a minimum and maximum radius
  • Box: particles spawn within a rectangle
  • Line: particles spawn along an editable polyline

Line editing in the Source preview:

  • Drag a point to move it
  • Click a line segment to insert a point
  • Right-click a point to delete it
  • At least two points are always kept

Line spawn modes:

  • Random: particles spawn randomly along the active span
  • Uniform: particles spawn from evenly spaced emission points
  • Single Point: particles spawn from one animated point on the line

Texture + Flipbook

  • Click the texture preview to choose a texture from the texture browser
  • Adjust Center Pivot and Texture Rotation Offset in the Texture section
  • Enable Flipbook for sprite sheet animation
    • Set columns, rows, frame count, loop mode, and start frame
    • Use Edit Slices to preview and auto-slice sprite sheets
    • Playback is based on particle lifetime
  • Texture previews show a single flipbook frame when flipbook is enabled

Trails

  • Enable trails in the Trail section
  • Trails have their own lifetime, size curve, and colour gradient
  • Trails can draw behind or in front of the parent particles
  • Trail force controls are intentionally minimal for now

Effects Chain

  • Add post-process effects in the horizontal effects chain
  • Effects are applied from left to right
  • Drag effect panels to reorder them
  • Use each effect checkbox to enable/disable it
  • Select a render layer in the Scene panel to edit that layer's effect chain
  • Select Master Effects to edit the final effect chain applied to the composited result

Curve Graphs

Curve graphs are used anywhere a value needs to change over time

Basic editing:

  • Drag a point to change its time and value
  • Double-click an empty part of the graph to add a new point
  • Right-click a point to remove it
  • The first and last points stay in place so the curve always has a start and end

Handles:

  • Drag a handle to shape the curve between points
  • Handles are mirrored by default, which keeps the curve smooth
  • Hold Ctrl or Shift while dragging a handle to edit it independently
  • The first point only has a right handle, and the last point only has a left handle

Min / Max:

  • Min and Max control the value range shown by the graph
  • Changing these does not move the points in time, it changes how their vertical values are interpreted
  • Use a wider range when you need stronger values, such as high speed or larger scale
  • Use a tighter range when you need more precision

Timeline + Playback

  • Scrub the timeline to inspect the effect frame-by-frame
  • The timeline length includes emitter duration, particle lifetime, timescale, burst compression, and trail lifetime where relevant
  • The playback loop button is for convenient preview looping
  • Seamless Looping is for loop-perfect preview/export. For clean seamless loops, particle lifetime usually needs to match emitter duration
  • The yellow marker on the timeline controls the export end time
  • Drag the marker to shorten the exported range without changing the effect itself
  • The label below the timeline shows the current Export Range
  • Double-click the export marker to reset it back to the full timeline length

Export

Export behaviour:

  • The yellow Export Area box in the Output preview controls what gets exported
  • The yellow timeline Export Range marker controls how much time is exported
  • The export dialogs show the final frame size after scale is applied

Save / Load

  • Drag a .blastfx file from File Explorer onto the BlastFX window to open it
  • If .blastfx files are associated with BlastFX by the installer/operating system, double-clicking a project opens it in BlastFX
  • If a project cannot be opened, BlastFX shows a popup explaining the problem
  • Save Project With Textures... embeds used texture files directly inside the .blastfx file
  • Packed projects can be moved/shared without separate texture files

Property Panel Navigation

  • Hover a collapsed section header for a short summary of what that section contains
  • Use Collapse All at the top of the Properties panel to quickly close every section

Backgrounds

  • Use the View menu to set a preview background colour or image
  • Background images display at their native ratio and follow zoom
  • Hold B and drag in a preview to move the background image
  • Use Clear Background to return to the checkerboard