![fwsim cake fwsim cake](https://www.fwsim.com/img/social_thumbnail.png)
“Eruption” emits stars, one after the other. With this component, you can create roman candles and fountains.
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The timing (when it starts to appear, when it reaches full brightness, when it goes out) can be precisely adjusted. Ascent StarĪdds a star which is attached to the shell and burns while the shell flies. The parameters are the same as for Tails. Creates a tail trailing the shell as it rises.
![fwsim cake fwsim cake](https://img.netzwelt.de/dw864_dh486_sw0_sh0_sx0_sy0_sr16x9_nu1/picture/original/2020/12/0211-fwsimmenue-tools-295182.jpg)
![fwsim cake fwsim cake](https://i3.ytimg.com/vi/qarxL9NdOdg/hqdefault.jpg)
If you increase this value, the stars will be invisible initially and start glowing after some time.
![fwsim cake fwsim cake](https://i.ytimg.com/vi/dXv5OYSJ110/maxresdefault.jpg)
With higher values, more inaccuracies are simulated, and the effect will deviate from a perfect shape, just like real fireworks never have perfect shape. The shape will appear very precise in the air. Speed Variance: With low values, the stars have very uniform speeds.Distribution: Change the shape of stars in the air (e.g.Type: Select between different types of stars that have different sizes and may fall quicker or slower.Color: Select a predefined color, or create your own by clicking on “Custom Color”.Explosion strength: Determines how fast stars are emitted and thereby, how far the effect spreads.“Auto”: Select this option to set delay and explosion strength to default values, depending on the caliber.MineĪ base component for mines, single shots, comets, and so on. If your shell explodes before reaching this height, then the actual height may never reach this height. This weight is independent of how many components you add, and is only used internally to calculate the flight path.īelow, you see the maximum height your shell with reach. Based on the diameter, FWsim calculates an approximate weight of your effect. You can select pre-defined calibers, or define launch speed and diameter yourself. Effect Editor components in detail ShellĪ spherical shell with lifting charge. If you want only tails, with invisible stars, then select the black color on the stars. To create palms and similar effects, add tails to stars. On one of the stars, set the “speed, relative to explosion” to 50%. To build pistil effects, add two “Star” components to an Explosion. To build a multibreak shell, simply add several explosions with different times. This system allows to create very complex effects. We have a tree structure of components which contain other components: The shell contains a bursting charge (“Explosion”), which releases stars In the FWsim effect editor, this shell would look like this: For example, a peony shell consists of a lifting charge, a bursting charge, and stars. Similar to real firework effects, different components are connected to each other. Below, you can adjust the properties of the currently selected building block. On the right, you find the building block structure of your effect. In the middle, you see your effect (click on the 3D view to play it). The Firework Editor uses a component-based system, where you arrange different building blocks. You can select one of the suggested effect types, but you can also select “New Empty Firework” to start from scratch. A window will appear in which you can select different effect types.
#Fwsim cake pro#
Creating Plans and Labels (FWsim Pro only)Ĭlick Tools → Firework Editor to open the firework effects editor.My firing system is not supported by FWsim.Export to Firing Systems (FWsim Pro only).Display Net Explosive Content while editing your show (FWsim Pro only).Display price information while editing your show (FWsim Pro only).Store custom effect data using the “Firework Database” (FWsim Pro only).Export effects as video (FWsim Pro only).
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