Presets and effects
A preset is a named recipe that turns a plain light into a torch, a pulsing magical aura, a sunbeam through a window, or a stage-style key light. Presets bundle together animation, colour shifts, and shaping into a single drop-down choice — and you can stack your own effects on top.
This page covers how to apply presets, what each effect primitive does, and the per-light colour-grading knobs.
Applying a preset
Section titled “Applying a preset”In the Light Tool’s Animation tab → Preset select, you’ll find recipes grouped by namespace:
- foundry/ — Foundry-equivalent recipes (Torch, Pulse, Dome, Sunburst, Revolving, …). Useful when importing scenes from Foundry.
- postroll/ — Postroll originals (Eldritch, Aurora, Will-o-the-wisp, …). Authored to feel native.
- cinematic/ — Stage-lighting recipes (Key, Fill, Rim, Candlelit-room, Theatrical-spot, Eldritch-altar, Daybreak-window, …). Authored for set-pieces and posed scenes.
Picking a preset replaces the light’s effect stack with that recipe. Unsaved per-light tweaks below (effects, animation modifiers) get blended in on top.
What an effect stack is
Section titled “What an effect stack is”Underneath every preset is a list of effect steps — small reusable shader fragments that combine to produce the final look. The stack is visible (and editable) below the preset picker, listed in execution order.
Each step has:
- A primitive type (the kind of effect)
- Parameters specific to that primitive
- An optional speed and intensity multiplier
- An optional reverse flag (plays the animation backwards)
You can add, remove, or reorder steps to build your own animations.
The primitives at a glance
Section titled “The primitives at a glance”| Primitive | What it does | Typical use |
|---|---|---|
| BasePulse | Radial intensity pulse — sin / noise / expanding ring | Heartbeat, magic charging, throb |
| ColorCycle | Animated hue rotation | Rainbow, faerie fire, chroma |
| NoisePattern | Perlin / simplex noise overlay | Flicker texture, ripples, organic feel |
| RadialMask | Polar-coordinate falloff curve | Custom radius shaping (sun rays, spotlights) |
| ShapeWarp | Distort the boundary with directional sweep | Wobbly ghost light, lens shimmer |
| GridOverlay | Scanline or grid pattern | Sci-fi force fields, holograms |
| ColorBlend | Apply one of 19 blend modes (overlay, soft-light, hue, exposure, …) | Subtle tint, dramatic re-grading |
| GoboProjection | Project a stencil through the light | Window blinds, leaf dapple, runes, cathedral rose |
For ColorBlend, available modes are: multiply, screen, overlay, softLight, hardLight, colorBurn, colorDodge, linearBurn, linearDodge, lighten, darken, difference, exclusion, hueOnly, saturationOnly, luminosityOnly, vibrancy, exposure, plus a passthrough.
For GoboProjection, available stencils today are: blinds, crosshatch, leafDapple, cloudShadow, rune, chainLink, brick, plus a passthrough.
Building your own stack
Section titled “Building your own stack”To build a custom torch from scratch:
- Set Preset to None.
- Add a BasePulse step with mode
noiseand a small amplitude. - Add a ColorCycle step with low speed for subtle flame-colour drift.
- Add a NoisePattern step at a fine scale for the flicker texture.
- Tweak the per-step
speedandintensityto taste.
If you save this often, see Tags and preset packs for exporting it as a reusable pack.
Per-light colour grading
Section titled “Per-light colour grading”The Color tab has four knobs that grade the light’s contribution after the effect stack runs:
| Knob | Range | Effect |
|---|---|---|
| Attenuation | 0..1 |
Adjusts the falloff curve (steeper or shallower fade). |
| Saturation | -1..1 |
-1 = grey, 0 = identity, 1 = oversaturated. |
| Contrast | -1..1 |
Stretch / compress the brightness range. |
| Shadows | 0..1 |
How much shadow detail bleeds through. |
These knobs apply per-light, so you can grade one torch warm and another cool without touching the scene-wide mood.
Negative lights
Section titled “Negative lights”The Negative switch (or Luminosity < 0) inverts the light into a darkness emitter — it pulls light out of the scene instead of adding it, useful for spell effects like Darkness or for shaped shadow zones inside an otherwise lit area.
The strength of the negative effect is |luminosity| clamped to 1.
Scene blend mode
Section titled “Scene blend mode”In the Advanced tab, Blend mode controls how this light composites onto the lighting layer:
| Mode | Result |
|---|---|
add (default) |
Brightens — additive lighting. |
screen |
Softer than add; doesn’t blow out as easily. |
normal |
Paints opaque colour. |
multiply |
Darkens — like a shadow projector. |
Related
Section titled “Related”- Animation and timeline — modulating a preset over time.
- Tags and preset packs — exporting and importing your presets.
- Lights — basics — for the foundational controls a preset overlays.
- Map effects — the particle side of the same campfire: flames, embers and smoke.