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.
hcool, lcoolsparkf, sparkdmapping_color, mapc, mapb, mapping_unstableThe 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.
| Feature | Classic Unstable (1) | Fire (2) | Rain Sizzle (3) |
|---|---|---|---|
| Baseline state | Dark / cooled | Dark / cooled | Bright / heated |
| Active events | Bright sparks appear | Flames rise from base | Dark dents appear |
hcool / lcool | Cooling rate | Cooling rate | Heating rate |
sparkf / sparkd | Spark probability & count | Spark probability & zone | Dent probability & count |
| Drift | Random up/down | Upward or reversed | None |
In your blade profile, set:
unstable=3
Rain Sizzle uses a simplified two-step simulation with no drift step.
lcool and hcool.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.
hcool — Heating Rate HighDefault: 70
In Rain Sizzle, this controls the maximum amount of heat added per frame. Higher values make the blade recover from dents faster.
| Value | Visual Result |
|---|---|
20–40 | Slow recovery, dents linger for a long time |
70 | Balanced default recovery |
120–180 | Fast recovery, dents fade quickly |
200+ | Near-instant recovery, only deep dents stay visible briefly |
lcool — Heating Rate LowDefault: 20
This is the minimum heat added per frame. The gap between lcool and hcool determines how uneven the recovery looks across the blade.
| Combination | Character |
|---|---|
lcool=5 / hcool=70 | Wide variation, some dents linger while others heal fast |
lcool=50 / hcool=70 | Narrow range, very even recovery |
lcool=1 / hcool=150 | Fast overall recovery with occasional slow patches |
sparkf — Dent ProbabilityDefault: 120
This controls how often new dents appear. Higher values mean more frequent dark interruptions.
| Value | Visual Result |
|---|---|
30–60 | Rare dents, blade stays mostly solid |
120 | Default steady sizzle |
180–220 | Frequent dark patching |
250 | Near-constant disruption |
sparkd — Dent DensityDefault: 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.
| Value | Visual Result |
|---|---|
1–5 | Sparse and subtle |
10 | Default small clusters |
25–40 | Dense and obvious disruption |
50–100 | Very dense, most of the blade can be affected |
Note: Like Classic Unstable, Rain Sizzle still guarantees at least one dent per event.
drift — Not UsedRain 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.
mapping_unstable — Reactivity SourceDefault: 1
mapping_unstable=0 — NoneThe effect stays fixed. Dent frequency and recovery rate do not respond to sound.
mapping_unstable=1 — AudioRain 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.
Rain Sizzle uses the same general color mapping system as the other unstable effects.
ecolor — Effect ColorThis 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| Mode | Look |
|---|---|
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 StrengthDefault: 50
This controls how strongly the heat affects visible color.
mapb — Brightness Mapping StrengthDefault: 50
This controls how strongly heat affects brightness.
Tip: For Rain Sizzle,mapbis one of the most important controls. Since the blade is mostly bright,mapbdecides how deep and noticeable the dents really are.
refreshfx — Effect Refresh IntervalDefault: 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.
| Value | Approx. FPS | Character |
|---|---|---|
8 | ~125 | Fast, nervous sizzle |
12 | ~83 | Natural default speed |
20 | ~50 | Slower, dents linger more |
30+ | ~33 | Heavy 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.
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
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
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
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
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
| Key | Description | Default | Range / Notes |
|---|---|---|---|
unstable | Effect mode | 0 | 0–18 |
hcool | Max heating per frame | 70 | 1–255 |
lcool | Min heating per frame | 20 | 1–255 |
sparkf | Dent probability | 120 | 1–255 |
sparkd | Dent density | 10 | 1–100 |
drift | Not used in Rain Sizzle | 0 | — |
mapping_color | Color mapping mode | 0 | 0 or 1 |
mapc | Color mapping strength | 50 | 0–255 |
mapb | Brightness mapping strength | 50 | 0–255 |
ecolor | Effect color | — | 0–1023 per channel |
mapping_unstable | Reactivity source | 1 | 0 or 1 are the key Rain Sizzle modes |
mapping_audio | Audio sensitivity range | — | low,high |
refreshfx | Refresh interval in ms | 12 | 1–255 |
mapb is your main visibility control. It decides how deep the dents look.hcool and refresh rate. If dents heal too fast, either lower hcool or slow down refreshfx.