CRYSTAL FOCUS X
Unstable Effects Collection
PART 6 OF 18
Unstable series · Unstable TFU · unstable=6

Unstable TFU (unstable=6)

A practical guide to the Unstable TFU effect on Crystal Focus X, including heat buildup, burst-and-cool cycles, diffusion, ignition density, color behavior, audio reactivity, and ready-to-use recipes for classic TFU instability, slow burn, rapid flicker, scattered embers, and chaotic surge.

What you will learn
  • How TFU differs from the earlier heat-based unstable effects
  • How buildup, bursting, and cooldown cycles work
  • How diffusion, sparking, and heating mode shape the effect
  • How to tune recipes you can paste into your blade profile
Main parameters
Heat spread
lcool
Cooling & ignition
hcool, sparkf, sparkd
Rendering
mapb, mapc, mapping_color, ecolor, mapping_unstable
Best used for
  • Swelling and bursting hot spots
  • Damaged kyber crystal looks
  • Slow-burning unstable blades
  • Scattered ember or surge patterns
Series: Customizing Unstable Effects on Crystal Focus X · Guide 6 of 18

Introduction

The Unstable TFU effect (unstable=6) is inspired by the crackling, barely contained crystal energy from Star Wars: The Force Unleashed. It simulates individual spots on the blade that slowly build up heat, then burst and cool down, like pockets of instability inside a damaged kyber crystal.

This effect returns to the heat-based simulation used in earlier unstable modes, but with an important twist: every part of the blade is either currently heating up or cooling down. Areas heat gradually, then eventually burst and begin cooling rapidly. Cold areas can be re-ignited at random, restarting the cycle.

The result is an organic, slow-burning instability with bright spots that swell, flash, and fade back into the blade.

Classic Unstable vs. Fire vs. Unstable TFU

FeatureClassic Unstable (1)Fire (2)Unstable TFU (6)
Heat directionRandom everywhereBottom-up driftNo directional travel, only sideways spreading
Spark ignitionRandom uniformBase onlyRandom uniform, but only cold spots can restart
Cell behaviorSingle heat valueSingle heat valueHeating phase and cooling phase
Main lookConstant unstable flickerFlame growth and driftSlow swell, burst, fade, then reignite
Color outputHeat-based color renderingHeat-based color renderingHeat-based color rendering

Enabling Unstable TFU

In your blade profile section, set:

unstable=6

How Unstable TFU Works

Each part of the blade has two internal behaviors: a current heat value and a current phase. A section can either be heating up or cooling down.

Each frame runs through these main stages:

Step 1: Burst Check + Cooling

If a heating area becomes hot enough, it can suddenly burst and switch into cooling mode. Some areas burst early, while others hang on longer before finally snapping. This randomness gives the effect its spontaneous feel.

Once an area is cooling, it loses heat every frame. The cooling speed is influenced by hcool.

Step 2: Sideways Diffusion

Heat from active hot spots spreads sideways into neighboring pixels. Unlike Fire, there is no upward drift. The spread is symmetrical, which makes hot regions grow outward into soft zones before they burst.

The width of that spread is controlled by lcool.

Step 3: Ignition + Heating

With a probability controlled by sparkf, the effect tries to re-ignite cold cooling areas at random positions across the blade. The number of attempted ignition points is controlled by sparkd.

All reignited areas then begin heating again. With drift=0, they heat at a fixed moderate rate. With drift=1, they heat faster and more erratically.

Step 4: Visible Color Output

Finally, the heat values are turned into visible color using your mapping_color, mapb, mapc, and ecolor settings.

Parameter Mapping

lcool — Diffusion Range

Default: 20

This controls how far heat spreads sideways from each heating area.

The diffusion range in pixels is:

range = (lcool × blade_length) / 220

For a 144-pixel blade:

lcoolDiffusion RangeVisual Result
00 pxNo diffusion, fully isolated spots
10~7 pxNarrow spread, small clusters
20~13 pxDefault, moderate zones of heat
50~33 pxWide spread, large soft hot zones
100~65 pxVery wide, roughly half the blade
200~131 pxNearly the entire blade heats together
Tip: Low lcool gives scattered pinpoint activity. High lcool creates broad, slow-building waves of heat that burst in larger regions.

hcool — Cooling Rate

Default: 70

This controls how quickly cooling areas lose heat after they burst. Higher values make bursts fade faster.

ValueCharacter
30–50Slow cooling, bursts linger longer
70Balanced default cooling
150–255Fast cooling, bursts fade quickly
Note: Fast cooling plus slow sparking gives a mostly dark blade with brief flashes. Slow cooling plus fast sparking keeps much more of the blade lit at once.

sparkf — Ignition Probability

Default: 120

This controls how often the effect tries to re-ignite cold areas each frame.

ValueApprox. ChanceVisual Result
00%No new ignition, blade eventually dies out
30~12%Very rare reignition
60~24%Occasional activity
120~47%Default, steady activity
200~78%Frequent reignition
255Nearly every frameVery active, constant restarts

sparkd — Ignition Density

Default: 10

This controls how many positions are checked during each ignition attempt.

The number of checks per event is:

MaxSparks = (sparkd × blade_length) / 100

For a 144-pixel blade:

sparkdChecks per EventVisual Result
11Very sparse reignition
57A few scattered sites
1014Default, moderate ignition spread
2536Many re-ignition points
5072Dense activity
100144Every pixel is a candidate
Tip: sparkf is the “how often” control. sparkd is the “how many” control. Both matter.

drift — Heating Rate Mode

Default: 0

In TFU, drift does not control movement direction. There is no directional drift. Instead, it changes how areas heat up.

drift=0    Fixed, moderate heating rate
drift=1    Faster, more variable heating rate

With drift=1, areas reach their burst point faster and less predictably, which makes the effect more chaotic.

Color Controls

Unstable TFU uses the same heat-based color behavior as the earlier simulation-style unstable effects.

mapping_color — Color Mode

Default: 0

mapping_color=0    Legacy mode
mapping_color=1    Heat mode

Legacy mode keeps cold pixels near the blade base color and blends hotter pixels toward ecolor.

Heat mode adds a more thermal progression before reaching the effect color, which often looks richer and more dramatic.

ecolor — Effect Color

This is the target color used for the hottest burst regions.

ecolor=1023,1023,1023,0   # white
ecolor=1023,320,0,0       # orange
ecolor=400,600,1023,0     # pale blue

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

mapb — Brightness Mapping

Default: 50

This controls how strongly heat changes pixel brightness.

ValueVisual Result
0No brightness response, only color changes
50Default moderate brightness change
128Strong brightness difference between hot and cold
255Maximum brightness swings

mapc — Color Mapping Intensity

Default: 50

This controls how strongly heat shifts color toward ecolor.

ValueVisual Result
0No color response, only brightness changes
50Default moderate color change
128Strong color shift in hot areas
255Maximum color response
Tip: In TFU, mapb controls how bright the bursts feel, while mapc controls how colorful they feel.

Audio Reactivity

mapping_unstable — Reactivity Source

Default: 1

mapping_unstable=0 — None

The effect is fully self-contained. Sound does not change the simulation.

mapping_unstable=1 — Audio

Two main things happen when the sound gets louder:

  1. Cooling becomes weaker, so bursts linger longer
  2. Ignition becomes more likely, so more areas restart heating

The result is that quiet moments look sparser and more controlled, while loud moments create more activity and longer-lasting bursts.

Note: Unlike some other unstable modes, TFU respects your mapping_audio sensitivity settings for the audio response.

Refresh Rate

refreshfx — Effect Refresh Interval

Default: 12 ms

This controls how quickly the whole simulation advances. Since TFU is all about buildup, bursting, and fading, refresh rate strongly affects the overall pacing.

ValueCharacter
8Fast buildup and frequent bursts
12Balanced default timing
20Slower, more deliberate instability
30+Heavy, ponderous rise-and-burst behavior

Putting It All Together: Recipes

Recipe 1: Classic TFU Instability

The signature barely-holding-together look with scattered hot spots that build, burst, and fade.

unstable=6
lcool=15
hcool=80
sparkf=100
sparkd=8
drift=0
mapb=150
mapc=180
mapping_color=1
mapping_unstable=1
ecolor=1023,1023,1023,0

Recipe 2: Slow Burn

Very slow, wide zones of heat that build and burst together.

unstable=6
lcool=60
hcool=50
sparkf=60
sparkd=5
drift=0
mapb=200
mapc=200
mapping_color=1
mapping_unstable=1
ecolor=1023,480,0,0
refreshfx=25

Recipe 3: Rapid Flicker

Fast-heating cells with quick cooling and lots of short flashes.

unstable=6
lcool=5
hcool=200
sparkf=200
sparkd=20
drift=1
mapb=220
mapc=150
mapping_color=0
mapping_unstable=1
ecolor=1023,1023,800,0
refreshfx=8

Recipe 4: Scattered Embers

Pinpoint spots with no diffusion that glow and fade independently.

unstable=6
lcool=0
hcool=100
sparkf=80
sparkd=15
drift=0
mapb=180
mapc=120
mapping_color=1
mapping_unstable=0
ecolor=1023,320,80,0

Recipe 5: Breathing Crystal

Wide diffusion and slow ignition so large sections glow and dim together.

unstable=6
lcool=100
hcool=60
sparkf=40
sparkd=3
drift=0
mapb=100
mapc=200
mapping_color=1
mapping_unstable=1
ecolor=800,720,1023,0
refreshfx=20

Recipe 6: Chaotic Surge

Fast heating, dense sparking, and narrow diffusion for constant eruptions.

unstable=6
lcool=10
hcool=120
sparkf=220
sparkd=30
drift=1
mapb=255
mapc=255
mapping_color=0
mapping_unstable=1
ecolor=1023,1023,1023,0
refreshfx=10

Quick Reference Card

KeyTFU RoleDefaultRange / Notes
unstableEffect mode00–18
lcoolDiffusion range200–220; range = (lcool × length) / 220 px
hcoolCooling rate700–255; higher = faster fading
sparkfIgnition probability1200–255
sparkdIgnition density100–100; percentage of blade length
driftHeating rate mode00 = fixed, 1 = faster variable
mapbBrightness response500–255
mapcColor response500–255
mapping_colorColor mode00 = legacy, 1 = heat mode
ecolorTarget burst color0–1023 per channel
mapping_unstableAudio reactivity10 = none, 1 = cooling down + ignition up during loud audio
refreshfxRefresh interval in ms121–255

Tuning Tips

  1. lcool is the character-defining parameter. Zero diffusion gives isolated spots. High diffusion gives broad connected zones that heat and burst together.
  2. sparkf and sparkd set the activity level together. Think of sparkf as how often, and sparkd as how many.
  3. You cannot directly change the burst threshold. What you can change is how quickly regions reach it, how fast they cool, and how often they reignite.
  4. drift=1 makes the effect more chaotic. Use drift=0 for measured instability and drift=1 for rapid-fire bursts.
  5. mapb and mapc are rendering controls, not pattern controls. They decide how clearly the heat simulation shows up in brightness and color.
  6. Heat mode often looks richer. Try mapping_color=1 if you want more thermal complexity in the hot spots.
  7. Very low sparkf can create a dying-crystal look where the blade stays mostly dark with rare isolated bursts.