streak
effectsset 21× in templates and rigs
A glowing comet: a head that flies through timed `targets`, leaving a fading trail.
streak(agility=1 blur=1 color=#ffffff)
Attributes
agilitynumberSpring stiffness of the chase (default 2.4: lazy arcs). For a head that arrives on the second, about 120 with `damping` about 21.9 and `wander=0` (promoeyes-declarative).21×blurnumberCross-section softness 0..1: 0 a hard neon core, 1 fully soft (default 0.65).21×colorcolour #rrggbbStreak colour (default #8fd6ff).21×fadenumberTail alpha falloff exponent (default 1.4).21×glownumberBrightness multiplier (default 2).21×head-colorcolour #rrggbbTint of the head's glow (default: `color`).21×head-glownumberSize of the head's glow sprite, mm (default 0.9, invisible at promo scale: about 150–170 with `thickness` 14–16); 0 turns it off.21×spreadnumberWidth multiplier at the tail end (default 2.5; under 1 tapers the tail instead).21×targetstext`"t: x y z; t: x y z; …"`, seconds scene-local and mm: the first entry is where the head spawns, each later one the point it steers toward from that time on. The head chases (it lags), it does not snap: see `agility`.21×thicknessnumberHalf-thickness of the ribbon at the head, mm (default 0.03, invisible at promo scale: about 14–16 reads as a comet in a stage-sized scene).21×trailnumberTrail length behind the head, seconds (default 1.6).21×dampingnumberVelocity damping of the chase (default 0.75 × 2√agility, slightly under-damped so it overshoots into curves).10×wandernumberIdle drift around the target, mm (default 0.12); 0 for a head that lands still.10×looptrue / false`true` cycles the targets forever (default false).6×opacitynumberOverall opacity; `opacity` rows on the node drive it too.1×Where it goes
Holds
Used in
Templates that write streak; each opens at its first use.




