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Beam

Select a Beam and run Transform to turn it into a SineVFX-editable beam. Like the Trail, its properties become graphable and it plays back with the emit / enable / disable verbs.

What you get

  • The beam's channels (width, transparency, colour, curve, texture, and so on) become editable in the Properties window.
  • Numeric channels can be driven by a lifetime graph.
  • Nested content rides along into a render template.

Property reference

Every channel is a native Beam property that SineVFX exposes to the graph editor, so most can animate over the effect's life.

PropertyMeaning
ColorBeam colour across its length / over lifetime.
TransparencyOpacity across the beam · 0 solid, 1 invisible.
Width0Width at the start (Attachment0) end.
Width1Width at the end (Attachment1) end.
CurveSize0Bezier handle at the start end - bends the beam's path.
CurveSize1Bezier handle at the end - bends the beam's path.
SegmentsHow many pieces the beam is built from (higher = smoother curves).
TextureOptional image tiled along the beam.
TextureLengthWorld length of one texture tile.
TextureSpeedHow fast the texture scrolls along the beam (great for energy/flow looks).
TextureModeHow the texture repeats: Stretch, Wrap, or Static.
FaceCameraIf on, the beam always turns to face the viewer.
EmitDelayDelay before the beam starts on emit.
EmitDurationHow long a single emit/enable cycle runs.

Editing

Tune channels in Properties, graph the ones that should animate, and recolour with the Color tool.

Preview and ship

Preview in the Emit window (a Beam is emittable, with EmitDelay / EmitDuration timing). Plant the runtime module and drive it with VFX.emit(beam) / VFX.enable(beam) / VFX.disable(beam). See the Runtime API.

  • Trail - the other transformable ribbon.
  • Batch tools - all the batch editors work on beams too.

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