BlastFX Online Documentation
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
0emits over the full emission duration1emits all particles at once0.5emits 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%to100% - 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.
1.0is normal,0.5is half speed,2.0is 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
0to1 - Emit End Curve: Random/Uniform modes. Animated end of active line span, from
0to1 - Emit Point Curve: Single Point mode. Animated emission position on the line, from
0to1 - 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.
0is valid for stationary particles such as flashes - Speed Randomise: Random variation of speed, from
0%to100% - 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%to100% - Linear Acceleration: Curve-controlled acceleration along the particle's movement direction over lifetime
- Linear Acceleration Randomise: Random variation of linear acceleration, from
0%to100% - 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%to100% - 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%to100% - 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
1means texture-size scale - Scale Randomise: Random variation of scale, from
0%to100% - 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:
0to500 - 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
Shiftwhile scaling to force a 1:1 square scale - Drag the round handle to rotate
- Hold
Shiftwhile 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 PivotandTexture Rotation Offsetin 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
CtrlorShiftwhile 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:
MinandMaxcontrol 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 Rangemarker controls how much time is exported - The export dialogs show the final frame size after scale is applied
Save / Load
- Drag a
.blastfxfile from File Explorer onto the BlastFX window to open it - If
.blastfxfiles 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.blastfxfile- 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
Band drag in a preview to move the background image - Use Clear Background to return to the checkerboard
