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

  1. Select an item with the Selection Tool (V)
  2. In the Properties Panel, find Effects
  3. Click Add Effect
  4. Choose an effect type
  5. Adjust settings as desired

Removing Effects

  1. Select the item with the effect
  2. In the Properties Panel, find the effect
  3. 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