Effects
Add visual effects to enhance your designs. PinePaper includes 15 built-in effects ranging from particle systems to environmental simulations.
Available Effects
Sparkle
A glowing particle that follows the outline of your item, leaving a trail of sparkles.
Best for: Logos, highlighted text, magical themes
| Property | Description | Default |
|---|---|---|
| Color | Sparkle/glow color | #fbbf24 (gold) |
| Speed | Animation speed multiplier | 1.0 |
| Size | Particle radius | 2 |
Blast
An explosion of particles from the center of an item. One-shot by default, or set an interval for repeating bursts.
Best for: Reveals, emphasis, celebrations
| Property | Description | Default |
|---|---|---|
| Color | Particle color | #ef4444 (red) |
| Radius | Explosion spread distance | 100 |
| Count | Number of particles | 20 |
| Interval | Repeat interval in seconds (0 = one-shot) | 0 |
| Repeat | Number of repeats (0 = one-shot only) | 0 |
Fire
Organic flame shapes with gradient coloring, sinusoidal wave animation, and turbulence. Flames pre-warm automatically so there is no cold-start gap.
Best for: Torches, campfires, dramatic emphasis
| Property | Description | Default |
|---|---|---|
| Color | Base color for auto-generated gradient | #fbbf24 |
| Colors | Custom gradient stops array (overrides color) | yellow → orange → red |
| Count | Spawn rate | 12 |
| Speed | Spawn rate multiplier | 1.5 |
| Spread | Horizontal spawn spread | 0 |
| Size | Base flame size | 3 |
| Height | Max rise height (0 = auto from item bounds) | 0 |
| Particle Life | Flame lifetime in seconds | 1.5 |
| Turbulence | Wave amplitude multiplier | 1.0 |
| Max Particles | Max simultaneous flames | 30 |
Smoke
Rising smoke or steam particles with sinusoidal horizontal drift. Pre-warms automatically for instant visibility.
Best for: Chimneys, steam, atmospheric haze
| Property | Description | Default |
|---|---|---|
| Color | Smoke color | #888888 |
| Count | Spawn rate | 15 |
| Speed | Spawn rate multiplier | 1.0 |
| Spread | Horizontal spawn spread | 0 |
| Size | Initial particle radius | 3 |
| Drift | Horizontal sinusoidal drift distance | 8 |
| Height | Max rise height (0 = auto) | 0 |
| Particle Life | Particle lifetime in seconds | 1.5 |
| Growth Rate | Scale growth as particle rises | 0.3 |
| Max Particles | Max simultaneous particles | 18 |
Rain
Downward rain streaks with configurable wind angle and drop size.
Best for: Weather scenes, mood, environmental backgrounds
| Property | Description | Default |
|---|---|---|
| Color | Raindrop color | #93c5fd (light blue) |
| Count | Spawn rate factor | 15 |
| Speed | Fall speed multiplier | 2.0 |
| Angle | Wind angle (affects horizontal drift) | 0 |
| Spread | Horizontal spawn spread factor | 1.0 |
| Size | Raindrop length and width multiplier | 1.0 |
Snow
Slowly falling snowflakes with gentle horizontal drift and rotation.
Best for: Winter scenes, holiday themes, gentle atmosphere
| Property | Description | Default |
|---|---|---|
| Color | Snowflake color | #e2e8f0 (light gray) |
| Count | Spawn rate factor | 10 |
| Speed | Fall speed multiplier | 0.5 |
| Spread | Horizontal spawn spread factor | 1.5 |
| Particle Life | Flake lifetime in seconds | 4.0 |
Confetti
Colorful tumbling rectangles with physics-based gravity. One-shot by default, or set an interval for repeating bursts.
Best for: Celebrations, achievements, party themes
| Property | Description | Default |
|---|---|---|
| Colors | Array of confetti colors | red, yellow, green, blue, purple |
| Count | Particles per burst | 30 |
| Radius | Explosion speed range | 150 |
| Gravity | Downward acceleration | 200 |
| Size | Rectangle size | 6 |
| Spread | Spawn area spread | 0 |
| Offset X/Y | Center offset | 0 |
| Interval | Repeat interval in seconds (0 = one-shot) | 0 |
| Repeat | Number of repeats (0 = one-shot only) | 0 |
Ripple
Expanding concentric circles that fade out from the item center.
Best for: Water drops, impact points, sonar/radar
| Property | Description | Default |
|---|---|---|
| Color | Ring color | #60a5fa (light blue) |
| Speed | Expansion speed multiplier | 1.0 |
| Max Radius | Maximum ring size | 150 |
| Ring Count | Number of rings to spawn | 3 |
| Stroke Width | Ring line width | 2 |
Glow
A pulsing aura behind the item that oscillates in scale.
Best for: Highlights, power-ups, attention-drawing
| Property | Description | Default |
|---|---|---|
| Color | Glow color | #fbbf24 (gold) |
| Speed | Pulse frequency multiplier | 1.0 |
| Intensity | Maximum opacity | 0.6 |
| Size | Scale oscillation range (1.0 → this value) | 1.5 |
Electric
Flickering jagged lightning bolts around the item.
Best for: Energy, power, sci-fi themes
| Property | Description | Default |
|---|---|---|
| Color | Bolt color | #67e8f9 (cyan) |
| Speed | Flicker rate multiplier | 1.0 |
| Bolt Count | Number of simultaneous bolts | 3 |
| Length | Bolt length in pixels | 60 |
| Flicker Rate | Flicker frequency in Hz | 8 |
Bubbles
Rising transparent bubbles with specular highlights and gentle horizontal wobble.
Best for: Underwater scenes, whimsical themes, drinks
| Property | Description | Default |
|---|---|---|
| Color | Bubble rim color | #93c5fd (light blue) |
| Count | Spawn rate | 6 |
| Speed | Rise speed multiplier | 1.0 |
| Size | Bubble radius | 5 |
| Spread | Horizontal spawn spread | 1.0 |
Dust
Floating dust motes that drift gently in the air with subtle motion.
Best for: Atmospheric scenes, aged/vintage looks, sunbeams
| Property | Description | Default |
|---|---|---|
| Color | Dust color | #d4c5a9 (warm beige) |
| Count | Number of motes | 15 |
| Speed | Drift speed multiplier | 1.0 |
| Size | Mote size | 2 |
| Spread | Area spread | 1.0 |
Fireflies
Glowing dots that wander organically with smooth steering behavior.
Best for: Night scenes, magical forests, ambient backgrounds
| Property | Description | Default |
|---|---|---|
| Color | Firefly glow color | #fde68a (warm yellow) |
| Count | Number of fireflies | 8 |
| Speed | Movement speed multiplier | 1.0 |
| Size | Glow radius | 4 |
Shockwave
A single expanding ring that shoots outward from the item center. One-shot burst effect.
Best for: Impact moments, power-ups, dramatic reveals
| Property | Description | Default |
|---|---|---|
| Color | Ring color | #f97316 (orange) |
| Radius | Max expansion radius | 150 |
Trail
A persistent path of particles that follow the item as it moves.
Best for: Moving objects, path visualization, comet tails
| Property | Description | Default |
|---|---|---|
| Color | Trail color | #fbbf24 (gold) |
| Speed | Fade speed | 1.0 |
| Size | Trail particle size | 3 |
Shader Effects (silhouette-clipped)
A new family of GPU-rendered effects added in v0.5. Unlike particle effects, shader effects are continuous animated shaders composited against your item’s silhouette — think “fire-filled text” or “molten chrome on a logo.” Three types ship today:
Heatmap
A glowing thermal halo with animated turbulence. Reads as fire when filling text, and as a hot glow when haloing a shape.
Best for: Text titles, energy effects, attention emphasis
| Property | Description | Default |
|---|---|---|
| Mode | Where the shader appears: Fill item / Halo around item / Overlay (blend on item) | Fill item |
| Intensity | Brightness multiplier (0–1.5) | 1.0 |
| Radius | Glow falloff distance (0.2–1.5) | 0.85 |
| Palette | Hot (red/yellow), Cool (blue/cyan), Violet | Hot |
| Halo padding | Bounds expansion for outside halo (0–1.5) | 0.4 |
| Offset X / Y | Shifts the shader pattern center within bounds (-1 to 1) | 0 |
| Tint | Color picker — biases the palette toward this color (white = no bias) | #ffffff |
Liquid Metal
Reflective chrome flowing surface with banded streaks and specular highlights. Three metal palettes: Chrome, Gold, Copper.
Best for: Logos, premium-feel highlights, metallic typography
Gem Smoke
Soft volumetric smoke wreath with curling motion and internal sparkles. Three color palettes: White, Rose, Emerald.
Best for: Mystical atmosphere, dreamy backgrounds, magical reveals
Animation Channels
Each shader effect has two independent animation channels (A and B) driving distinct visual aspects. For Heatmap that’s Flow (background turbulence) + Shimmer (high-frequency detail). For Liquid Metal it’s Streaks (drift) + Bands (reflection oscillation). For Gem Smoke it’s Drift (curl direction) + Sparkle (internal accents).
Each channel exposes:
- Speed — 0× freezes the channel, 1× = preset default, up to 5×
- Curve — how raw time gets transformed:
| Curve | What it does |
|---|---|
| Linear | Steady continuous flow (default — recommended for “Flow”-type channels) |
| Sine | Smooth pulse |
| Triangle | Sharp pulse |
| Pulse | On/off square wave |
| Ease | Slow → fast → slow |
| Sawtooth | Ramp + reset |
| Bounce | Decaying oscillation |
| Noise | Random walk |
You can mix curves between A and B for layered motion — e.g., Heatmap with Flow on Linear and Shimmer on Pulse gives a steady glow with a strobing detail.
Stacking Shader Effects
You can apply more than one shader effect to a single item. Heatmap + Gem Smoke on the same image gives you a fiery halo with smoke wisps drifting through it. Each effect runs independently with its own params and channels. The Clear Effects button removes all of them at once.
Composite Modes
The Mode dropdown decides how the shader output blends with the item:
- Fill item — shader appears only inside the item’s silhouette. Default for text and shapes.
- Halo around item — shader appears only outside the item’s edge. Best for opaque shapes that want a glow.
- Overlay (blend on item) — shader stylizes the item’s existing pixels via multiply blend. Default for images.
Applying Effects
- Select an item with the Selection Tool (V)
- In the Properties Panel, find Effects
- Click Add Effect
- Choose an effect type
- Adjust settings as desired
Removing Effects
- Select the item with the effect
- In the Properties Panel, find the effect
- Click the × button to remove it
Multiple Effects
You can apply multiple effects to the same item. They will all play simultaneously.
Effect Types
| Category | Effects | Behavior |
|---|---|---|
| Continuous (particle) | Sparkle, Smoke, Fire, Rain, Snow, Ripple, Glow, Electric, Bubbles, Dust, Fireflies, Trail | Run until removed |
| One-Shot Burst | Blast, Confetti, Shockwave (without interval) | Play once and disappear |
| Repeating Burst | Blast, Confetti (with interval) | Re-trigger at set interval |
| Shader (silhouette-clipped) | Heatmap, Liquid Metal, Gem Smoke | Run until removed; multiple stack per item |
Effect vs. Animation
| Feature | Animation | Effect |
|---|---|---|
| What it does | Transforms the item (move, scale, rotate) | Adds visual elements around the item |
| Examples | Pulse, bounce, fade | Sparkle trail, particle explosion |
| Combine? | One per item | Multiple per item |
Export Compatibility
| Effect | MP4 | GIF | SVG |
|---|---|---|---|
| Sparkle | ✅ | ✅ | ⚠️ Static |
| Blast | ✅ | ✅ | ❌ |
| Fire | ✅ | ✅ | ❌ |
| Smoke | ✅ | ✅ | ❌ |
| Rain | ✅ | ✅ | ❌ |
| Snow | ✅ | ✅ | ❌ |
| Confetti | ✅ | ✅ | ❌ |
| Ripple | ✅ | ✅ | ❌ |
| Glow | ✅ | ✅ | ⚠️ Static |
| Electric | ✅ | ✅ | ❌ |
| Heatmap (shader) | ✅ | ✅ | ❌ |
| Liquid Metal (shader) | ✅ | ✅ | ❌ |
| Gem Smoke (shader) | ✅ | ✅ | ❌ |
SVG Limitations: Effects are frame-based particle systems and shader-rendered surfaces — neither maps cleanly to static SVG. For full effect animations, export as MP4 or GIF.
Tips
Effect Tips:
- Sparkle effects work best on items with clear outlines
- Fire and smoke pre-warm automatically — flames appear instantly with no startup delay
- Use blast and confetti sparingly for impact moments
- Rain and snow work best on larger items or full-canvas elements
- Combine glow with blend modes for dramatic lighting
- Match effect colors to your design palette
Shader Effect Tips:
- For text, Fill item mode produces a “fire-text” / “smoky-text” look. For shapes, try Halo around item. For images, Overlay preserves the image while tinting it with the shader.
- Stack multiple shader effects on one item: heatmap on Fill + gem_smoke on Halo around layers a glowing core under a smoky halo.
- Use Offset X/Y to push the heatmap’s bright spot toward a corner instead of center — useful for asymmetric “hot edge” looks.
- The Tint color picker biases the palette without losing structure. Keep it white for the preset’s natural look.
- Channel curves let you mix steady flow with strobing detail. Try Heatmap with Flow=Linear and Shimmer=Pulse for a flickering candle effect.
- Performance auto-tunes based on your device. On slower machines the editor will quietly drop resolution before frame rate; you can lock a quality tier via the developer console (
PinePaper.itemAuraSystem.setQualityTier(N)).
Related: Animations | Blending | Masking