# FX

Generate and manage particle FX and sound FX for the waterfall.

### Buttons

* **Generate VFX**: Assign the particle systems to the global VFX components and update the parameters from the waterfall data.

### Properties

* SFX Settings
  * **Top SFX**: The audio asset to be played at the top of the waterfall.
  * **Middle SFX**: The audio asset to be played at the middle of the waterfall.
  * **Bottom SFX**: The audio asset to be played at the bottom of the waterfall.
* Top VFX Settings
  * **Top VFX**: Should the top VFX be generated?
  * **Focus Component**: Focus this VFX component in the Level Editor.
* Middle VFX Settings
  * **Middle VFX**: Should the middle VFX be generated?
  * **Middle Uses Distance**: Whether the Middle VFX uses a Z-Distance to calculate where the VFX points on the waterfall are, or whether it uses spline points.
  * **Point Range**: The spline point range for all paths on the waterfall to use for the Middle VFX points.
  * **Distance Range**: The world-space z-translation range to add the Middle FX from highest z-point to lowest z-point. Eg, if DistanceRange is 0.3 to 0.8, and the highest point is 100, the lowest 0, then it will find where each path crosses 30 and 80 in world space z and use this as the range to generate the points for the Middle VFX.
  * **Remap Points**: The number of points to map on each path between DistanceRange (inclusive). This defaults to 2 if the number is < 2. Eg, if RemapPoints is 5, Point\[0] will be DistanceRange.Max and Point\[4] will be DistanceRange.Min, with the other three points distributed evenly along the spline path.
  * **Focus Component**: Focus this VFX component in the Level Editor.
* Bottom VFX Settings
  * **Bottom VFX**: Should the bottom VFX be generated?
  * **Focus Component**: Focus this VFX component in the Level Editor.

#### FX (Individual Points)

This UI is used to easily add extra VFX or SFX components to the waterfall at one of its spline points.

<figure><img src="/files/WpgXLhmlJFdBHQGhoICG" alt=""><figcaption></figcaption></figure>

The number at the top shows the spline path that is currently focused. It can be manually set or changed using one of the two arrows.

* The colour on each button will be <mark style="color:red;">red</mark> if there are no additonal FX components added to the point.
* The colour on each button will be <mark style="color:yellow;">yellow</mark> if the spline point is currently selected.
* The colour on each button will be <mark style="color:green;">green</mark> if there are additonal FX components added to the point.

When a button is clicked, it will show the FX window.

<figure><img src="/files/eGJvOvwFgLLuP3PBS3Xe" alt=""><figcaption></figcaption></figure>

Click **Add VFX** or **Add SFX** to add an additional FX component to this point.

When there are additional FX components added, it will show their Details in the window.

<figure><img src="/files/JA0f7o0h8NPsVbs9Et5W" alt=""><figcaption></figcaption></figure>

Change components by using the two arrow keys.

* **Delete FX** will delete the focused FX component.
* **Shift FX Up** will shift all of the FX up one spline point.
* **Shift FX Down** will shift all of the FX down one spline point.

You can also access this menu by right clicking a spline point in the Level Editor Viewport:

<figure><img src="/files/53FFUGxaKcA0aB79gc6l" alt=""><figcaption></figcaption></figure>


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