CRYSTAL FOCUS X
Unstable Effects Collection
PART 3 OF 18
Unstable series · Rain Sizzle · unstable=3

Rain Sizzle (unstable=3)

A practical guide to the Rain Sizzle effect on Crystal Focus X, including how its inverted heat model works, what each parameter changes, and ready-to-use recipes for subtle shimmer, acid rain, molten metal, static sizzle, and corrupted blade looks.

What you will learn
  • How Rain Sizzle flips the usual unstable model
  • Why dents are the main visual event instead of sparks
  • How heating, dent density, and audio reactivity work
  • How to tune recipes you can paste into your blade profile
Main parameters
Heating
hcool, lcool
Denting
sparkf, sparkd
Mapping
mapping_color, mapc, mapb, mapping_unstable
Best used for
  • Solid blades with subtle instability
  • Molten and shimmering surfaces
  • Rain-on-metal type blade textures
  • Corrupted or damaged blade looks
Series: Customizing Unstable Effects on Crystal Focus X · Guide 3 of 18

Introduction

The Rain Sizzle effect (unstable=3) flips the unstable concept upside down. Instead of injecting bright sparks into a cooling blade, it constantly drives the blade toward full brightness while random dark dents punch through the surface.

The result looks like a hot, energized blade being struck by invisible droplets. It stays more solid and readable than most unstable effects, which makes it a great choice when you want visible instability without losing the feeling of a powered blade.

Classic Unstable vs. Fire vs. Rain Sizzle

FeatureClassic Unstable (1)Fire (2)Rain Sizzle (3)
Baseline stateDark / cooledDark / cooledBright / heated
Active eventsBright sparks appearFlames rise from baseDark dents appear
hcool / lcoolCooling rateCooling rateHeating rate
sparkf / sparkdSpark probability & countSpark probability & zoneDent probability & count
DriftRandom up/downUpward or reversedNone

Enabling Rain Sizzle

In your blade profile, set:

unstable=3

How Rain Sizzle Works

Rain Sizzle uses a simplified two-step simulation with no drift step.

  1. Heat up — every pixel gains heat each frame. The amount is random between lcool and hcool.
  2. Dent — with a probability controlled by sparkf, multiple random positions on the blade lose a large amount of heat, creating dark dents.

Those dents do not travel. They stay where they appear and fill back in as the blade keeps heating. That is what gives Rain Sizzle its static sizzling look.

Core Parameters

hcool — Heating Rate High

Default: 70

In Rain Sizzle, this controls the maximum amount of heat added per frame. Higher values make the blade recover from dents faster.

ValueVisual Result
20–40Slow recovery, dents linger for a long time
70Balanced default recovery
120–180Fast recovery, dents fade quickly
200+Near-instant recovery, only deep dents stay visible briefly

lcool — Heating Rate Low

Default: 20

This is the minimum heat added per frame. The gap between lcool and hcool determines how uneven the recovery looks across the blade.

CombinationCharacter
lcool=5 / hcool=70Wide variation, some dents linger while others heal fast
lcool=50 / hcool=70Narrow range, very even recovery
lcool=1 / hcool=150Fast overall recovery with occasional slow patches

sparkf — Dent Probability

Default: 120

This controls how often new dents appear. Higher values mean more frequent dark interruptions.

ValueVisual Result
30–60Rare dents, blade stays mostly solid
120Default steady sizzle
180–220Frequent dark patching
250Near-constant disruption

sparkd — Dent Density

Default: 10

This defines what percentage of the blade can receive dents when a dent event occurs. Multiple dents appear at random positions across the blade.

ValueVisual Result
1–5Sparse and subtle
10Default small clusters
25–40Dense and obvious disruption
50–100Very dense, most of the blade can be affected
Note: Like Classic Unstable, Rain Sizzle still guarantees at least one dent per event.

Drift Mode

drift — Not Used

Rain Sizzle has no drift step. The drift parameter does nothing for this effect. Dents appear in place and heal in place.

That is deliberate. Adding drift would smear the dents and ruin the sharp raindrop-like character.

Audio Reactivity

mapping_unstable — Reactivity Source

Default: 1

mapping_unstable=0 — None

The effect stays fixed. Dent frequency and recovery rate do not respond to sound.

mapping_unstable=1 — Audio

Rain Sizzle reacts to sound volume.

That makes the blade feel more damaged or disturbed during swings and clashes. Use mapping_audio=low,high to tune the response range.

Note: Audio is the main reactivity mode for Rain Sizzle. Angular and motion mapping are not the primary implementation path for this effect.

Color Controls

Rain Sizzle uses the same general color mapping system as the other unstable effects.

ecolor — Effect Color

This is the color used in the hot and bright parts of the blade. Since Rain Sizzle keeps the blade mostly hot, this color often dominates the overall look.

ecolor=1023,400,0,0     # orange
ecolor=0,1023,400,0     # toxic green
ecolor=1023,200,0,0     # molten red-orange
ecolor=1023,1023,1023,0 # bright white

On CFX, color channel values can go up to 1023.

mapping_color — Color Mapping Mode

ModeLook
mapping_color=0 (Legacy)Bright areas show ecolor, dented areas reveal more of the base blade color
mapping_color=1 (Heat Map)Full thermal gradient from hotter to cooler areas

For Rain Sizzle, Legacy mode often works best. Because the blade spends most of its time bright, Heat Map mode can wash the blade toward white or yellow too easily. Legacy mode gives cleaner two-tone contrast.

mapc — Color Mapping Strength

Default: 50

This controls how strongly the heat affects visible color.

mapb — Brightness Mapping Strength

Default: 50

This controls how strongly heat affects brightness.

Tip: For Rain Sizzle, mapb is one of the most important controls. Since the blade is mostly bright, mapb decides how deep and noticeable the dents really are.

Refresh Rate

refreshfx — Effect Refresh Interval

Default: 12 ms

Because Rain Sizzle adds heat every frame, the refresh rate directly changes how fast dents recover and how fast the whole sizzle pattern feels.

ValueApprox. FPSCharacter
8~125Fast, nervous sizzle
12~83Natural default speed
20~50Slower, dents linger more
30+~33Heavy rain, more persistent dark patches
Tip: Slower refresh means less total heat added per second, so dents become more visible. If you slow the refresh down a lot, you may want to raise hcool to compensate.

Putting It All Together: Recipes

Recipe 1: Gentle Sizzle

A subtle shimmer where the blade stays mostly solid.

unstable=3
sparkf=60
sparkd=5
hcool=120
lcool=30
mapping_color=0
mapc=40
mapb=60
mapping_unstable=1

Recipe 2: Acid Rain

Frequent dark impacts with slow recovery, great for aggressive or toxic-looking blades.

unstable=3
sparkf=200
sparkd=25
hcool=40
lcool=5
mapping_color=0
mapc=100
mapb=200
mapping_unstable=1
ecolor=0,1023,400,0

Recipe 3: Molten Metal

A slower, thermal-looking blade with visible cooling patches.

unstable=3
sparkf=100
sparkd=15
hcool=60
lcool=10
mapping_color=1
mapc=180
mapb=180
mapping_unstable=1
ecolor=1023,400,0,0
refreshfx=25

Recipe 4: Static Shimmer

A fixed decorative shimmer with no audio response.

unstable=3
sparkf=80
sparkd=3
hcool=100
lcool=40
mapping_color=0
mapc=30
mapb=80
mapping_unstable=0

Recipe 5: Corrupted Blade

Maximum disruption with constant denting and weak recovery.

unstable=3
sparkf=240
sparkd=40
hcool=30
lcool=3
mapping_color=0
mapc=150
mapb=255
mapping_unstable=1
ecolor=1023,200,0,0
refreshfx=10

Quick Reference Card

KeyDescriptionDefaultRange / Notes
unstableEffect mode00–18
hcoolMax heating per frame701–255
lcoolMin heating per frame201–255
sparkfDent probability1201–255
sparkdDent density101–100
driftNot used in Rain Sizzle0
mapping_colorColor mapping mode00 or 1
mapcColor mapping strength500–255
mapbBrightness mapping strength500–255
ecolorEffect color0–1023 per channel
mapping_unstableReactivity source10 or 1 are the key Rain Sizzle modes
mapping_audioAudio sensitivity rangelow,high
refreshfxRefresh interval in ms121–255

Tuning Tips

  1. mapb is your main visibility control. It decides how deep the dents look.
  2. Recovery speed depends on both hcool and refresh rate. If dents heal too fast, either lower hcool or slow down refreshfx.
  3. Legacy mode often looks better than Heat Map. It gives clearer contrast between the bright blade and the dented spots.
  4. Low density plus high probability gives frequent isolated dents. High density plus lower probability gives larger, heavier disruptions.
  5. Audio reactivity makes the blade feel more damaged during action. During loud moments, the blade becomes more disrupted and takes longer to recover.
  6. Think of Rain Sizzle as a brightness texture layer. It works especially well when you want a blade that stays readable but still feels unstable.