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Impact & Collision Effects

The Collision Effects panel: 43 impact effects, the separate outer-wall Bounce Effect, twelve colour modes and the Ring Break Explosion colours.

Three Kinds of Impact Visual

The Collision Effects panel in the Arts tab holds three separate systems, and each has its own controls:

1. The impact effect (Select Effect Style): plays on every contact. 2. The Bounce Effect (Outer Wall): a second, independent effect that plays every time a ball bounces off the outer wall, in any mode. 3. The Ring Break Explosion: the burst of shards when a ring or wall is destroyed, as in Escape. A ring break is not a bounce.

The panel needs Creator, Pro, Elite and Agency. Trails have their own article: see "Ball Trails".

The Impact Effect Library

Select Effect Style opens a picker of 43 effects plus None (the default). Each tile is a short strobe of the real effect drawn with your current colour settings, so you can see which way it travels before you pick it. Change the colour mode and every tile updates at once.

GroupEffects
PhysicsDust Burst, Ember Spray, Ricochet, Water Crown, Sand Spill, Orbit Decay, Smoke Ring, Magnet Snap, Feather Drift, Prism Shards
MinimalShock Ring, Spring Ring, Halo Pulse, Soft Impact, Dash Burst, Pin Prick
ClassicSparks, Ripple, Smoke Puff, Bubble Pop, Fireworks, Confetti Cannon
ElementalLiquid Splash, Plasma Blob, Lightning Bolt, Crystal Shards, Ink Splat
Cyber & TechCyber Hex, Matrix Rain, Neon Pulse, DNA Helix, Glitch Fragments, Quantum Tunnel
CosmicSupernova, Vortex Suck, Gravity Particles, Orbital Spin, Sonic Wave, Spiral Galaxy, Elastic Ring
DestructionShatter Glass, Pixel Crumble, Ghost Souls

Tip

  • The Physics group is modelled with real drag, gravity and bounce, so these effects look the same in the preview and in the finished export, frame for frame.

Impact Effect Controls

These shape the impact effect you picked.

ControlWhat it doesRange / defaultTip
Duration (ms)How long each burst lasts.100 to 2000. Default 800Short, bright bursts read as "satisfying"; long ones clutter a fast run.
ParticlesHow many particles each burst throws.1 to 100. Default 20A cost dot shows how heavy this is with your ball count.
ScaleSize multiplier.0.1 to 5. Default 1
GravityHow strongly particles fall.0 to 2. Default 0.50 lets them float.

Effect Coloring: the Twelve Color Modes

Color Mode decides what colours an effect uses. Every effect obeys it. Each button shows a live swatch of the colours that mode would produce with your current ball colour. The Primary, Secondary and Tertiary Color pickers appear only for the modes that use them.

ModeWhat it doesUses your colours
Ball ColorMatches the ball that landed the hit. Default.No
RainbowFollows the global rainbow hue as it cycles.No
SpectrumA full hue sweep across one burst, every colour at once.No
Per HitOne colour per impact, held for that burst's whole life.No
ComplementThe ball colour's opposite, so it reads as a highlight.No
White HotA white flash cooling into the ball colour.No
HeatWhite to yellow to red over the burst's life.No
IceWhite to cyan to deep blue over the burst's life.No
Mono FadeOne hue, darkening across the particles. The quiet option.No
SolidYour Primary Color everywhere.Primary (default #ff0000)
GradientPrimary to Secondary across the particles.Primary, Secondary (default #ffff00)
Tri-TonePrimary to Secondary to Tertiary across the particles.Primary, Secondary, Tertiary (default #00d4ff)

Bounce Effect (Outer Wall)

A second effect channel that fires every time the ball bounces off the wall, in any mode. It is separate from the impact effect above, so you can pair a subtle wall ripple with a bigger impact burst, or use only one of them.

ControlWhat it doesRange / default
Select Bounce EffectThe effect, from the same library.Default None (off)
Duration (ms)How long it lasts.100 to 2000. Default 700
ScaleSize multiplier.0.1 to 5. Default 1
Bounce Color ModeSame twelve modes as above, set separately.Default Ball Color
Primary / Secondary / Tertiary ColorShown for Solid, Gradient and Tri-Tone.Defaults white, #00d4ff, #ff00ff

Ring Break Explosion

The burst when a ring or wall is destroyed, for example when a ball escapes a ring in Escape mode.

ControlWhat it doesDefault
Explosion Shard ColorColour of the flying shards.#ef4444 (red)
Match Broken Ring ColorShards take the colour of the ring that broke instead.Off

Syncing Colour to Sound

Every bounce plays its sound (set in the Audio tab) on the same frame the impact effect fires, so an effect is already locked to the beat. To make the colour feel musical too:

  1. 1Pick a short effect (Duration around 300 to 600 ms) so each burst ends before the next note.
  2. 2Use Per Hit for a new colour on every note, or Spectrum for a full rainbow burst on every hit.
  3. 3Turn on Rainbow Ball Colors and Rainbow Impact Effects (RGB Rainbow Lights panel) so the ball and the burst drift through hues together.
  4. 4Add Pulse On Bounce or Glow On Bounce in Ball Studio so the ball itself reacts on each note.

Tip

  • There is no single "colour follows the pitch" switch for 2D effects. The combination above gives the same feeling: one colour change per note, landing on the beat.

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