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.
| Property | Meaning |
|---|---|
| Color | Beam colour across its length / over lifetime. |
| Transparency | Opacity across the beam · 0 solid, 1 invisible. |
| Width0 | Width at the start (Attachment0) end. |
| Width1 | Width at the end (Attachment1) end. |
| CurveSize0 | Bezier handle at the start end - bends the beam's path. |
| CurveSize1 | Bezier handle at the end - bends the beam's path. |
| Segments | How many pieces the beam is built from (higher = smoother curves). |
| Texture | Optional image tiled along the beam. |
| TextureLength | World length of one texture tile. |
| TextureSpeed | How fast the texture scrolls along the beam (great for energy/flow looks). |
| TextureMode | How the texture repeats: Stretch, Wrap, or Static. |
| FaceCamera | If on, the beam always turns to face the viewer. |
| EmitDelay | Delay before the beam starts on emit. |
| EmitDuration | How 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.
Related
- Trail - the other transformable ribbon.
- Batch tools - all the batch editors work on beams too.
