Phenomena User Manual Part 1 – Digieffects


Phenomena User Manual Part 1

Digieffects 3.0

Digieffects makes plug-in collections for use in Adobe After Effects and Premiere Pro or Apple Final Cut Pro and Motion. 

We've listed some installation procedures and effect controls that are common to all products.


1.  Locate the Install file. 

2.  Double-click the installation program and follow the instructions. 

3.  The first time you attempt to apply a Digieffects effect, you will be asked for your serial number.

There are a number of parameters that are common to almost all Digieffects effects.  These parameters work consistently across all the effects in which they appear.


Changes the parameters of the effect to their default state.


Is the link to register your Digieffects product if no valid registration information is found on your system. Otherwise, it will function the same as “About”.


Clicking on ‘About’ displays the version of your Digieffects product.

Blend with Original

The range runs from 0-100 or 0-255 depending on the effect and it controls how much of the original, unaltered image is blended in the final image. While a value of zero shows no original image, a high value will leave very little effect visible and a maximum value of 100 or 255 will show only the original image and no effect.

Random Seed 

The Random Seed adds a mathematical 'monkey wrench' to the self-animating attributes of the effect.  Given no other changes in settings, each iteration of the effect will be unique if it has a unique random seed value.

Digieffects Phenomena 3.0


Bubbles will easily create any type of bubble effect, from a fizzy drink to bubbles trailing a shark.

Bubble System

Use the bubble system to control how the individual bubbles will appear including speed, size and amount, as well as the overall motion of the bubbles.

  • Bubble Type - Harsh edge, droop, textured, sphere high contrast, sphere low contrast, and dark texture are all bubble types.
  • Bubble Amount - This gives control over the number of bubbles that the effect produces per frame.
  • Vert Speed - Controls how fast the bubbles will rise. This is an average speed
  • Bubble Lifetime - Controls how fast the bubbles will rise before popping.
  • Min Size - Controls the minimum size of any bubble on the layer.
  • Max Size - Controls the maximum size of any bubbles on the layer.
  • Min Opacity - Controls the minimal amount of opacity of a bubble.
  • Max Opacity - Controls the maximum amount of opacity of a bubble.
  • Horiz Dispersion - Controls how much the bubbles will randomly float horizontally.
  • Wind Horizontal - Controls how much the bubbles can be pushed left or right by “wind”.
  • Wind Vert - Controls the vertical speed of the bubbles.


Distortion determines how much the bubbles will distort the footage to which the bubbles effect is applied. This distortion is based on the bubbles and so will have the same shape and location as the bubbles.

  • Distortion H - Determines the amount of horizontal distortion.
  • Distortion V - Determines the amount of vertical distortion.

Electrical Arcs

Electrical Arcs is designed to generate arcs of electricity similar to what you see with a “Jacobs Ladder.” While it was designed to generate arcs, this plug-in is also quite good at generating lightning bolts.

  • Segment Shape - Includes: soft and bright; harsh falloff; dot; rounded; star; oval.
  • Num Arcs- Controls the number of arcs that will be generated between the Start Point and End Point.
  • Speed - Controls how frequently the many controls below will be recalculated. The higher this number, the more the electrical arcs will twitch and move.
  • Variation Seed - Same as random seed; changing this value will create different looks.
  • Start Point - The left side point on the arc at the default setting where the beginning of the arcs are generated.
  • End Point - The right side point on the arc at the default setting.
  • Segments - Determines how many times the electrical arcs will break or change directions between the start point and the end point.
  • Distortion - Determines how far from the center line (an imaginary line drawn directly between the start point and end point) each of the segments
  • can travel. The larger this value becomes, the further away from a straight line the arc will become.
  • Sub-Segments - Determines the number of times the main segments will be subdivided. As the value increases, the segments will appear more broken.

Electrical Arcs Controls

  • Sub-Distortion - Controls how far the subsegments will be bent. The higher this value, the more crooked the lines between the segments.
  • Branch Prob - Controls the probability of a branch being generated at a sub-segment joint. This does not define how the branch will behave, only whether or not it will appear.
  • Branch Segments - Controls how many times the branches will be segmented or change direction. Higher values will give the branches a more twisted appearance.
  • Branch Length - Determines the total length of the branch. This length will be subdivided by the number of segments so the greater number of branch segments, the closer the branch will stay to the main arc.
  • Branch Angle - Determines the direction of the branches as they come out of the joints of the sub-segments.
  • Sub Branch Prob - Controls the likelihood of each branch dividing into additional branches.
  • Sub Branch Segments - Determines how many times the sub branches will be divided. The higher the value, the more twisted the sub branches will appear.
  • Sub Branch Angle - Determines the angle of each sub branch divide AFTER it has left the arc. The initial direction is determined by Branch Angle.
  • Lightning Color - Determines the color of the interior or arc (non-glowing portion) of the lighting.
  • Alpha - Determines the transparency or opacity of the Electrical Arc.
  • Start Segment Width - Determines the width of the start segment. If start segment width and end segment width are of different sizes, the arcs will taper between the wider and narrower sizes.
  • End Segment Width - Determines the width of the end segment, by default the right side segment.
  • Segment Size Variation - Allows control of how uniform or non-uniform the sizes are for each segment. The higher this value, the more random and less uniform the segments.
  • Begin Draw - Controls where the beginning of the arc will be drawn in relation to the start point. This control will remove segments starting at the start point and moving towards the end point.
  • End Draw - Controls where the ending of the arc will be drawn in relation to the end point. This control will remove segments starting at the end point and moving towards the start point.
  • Glow Radius - Controls the distance from the arc’s edge glow colors will travel.
  • Glow Intensity - Controls the brightness level of the glow, affecting both the interior and exterior of the arc.
  • Glow Inner Color - Defines the glow color closest to the arc.
  • Glow Outer Color - Defines the glow color that is outside the electrical arc; affects the glow inner color.
  • Color Bias - Defines the balance of Glow Inner Color and Glow Outer Color.

Fairy Dust

Fairy Dust Controls

  • Dust Type - Includes: soft glow; hexagonal; sparky; quad highlight; quad; solar; random hex.
  • Dust Amount - determines the quantity of dust that is generated per frame.
  • Max Speed - Controls how fast the fastest of the particles will move. Particle speed functions as an average from zero to max speed.
  • Dust Lifetime - Determines how long the particles will stay on the layer before they disappear.
  • Dust Color - Determines the color of the dust on the layer when it is generated. This can be a great control to keyframe.
  • Bright Variance - Controls the amount of flicker that the various particles will have over time. This is a temporal effect and may be difficult to see when adjusted on a single frame.
  • Min Size - Determines the smallest size of particle that will be generated.
  • Max Size - Determines the largest particle size generated.
  • Min Opacity - Each of the particles is to some degree transparent and opaque. Min Opacity controls the minimum amount of opacity for each particle.
  • Max Opacity - Defines the maximum amount that a particle will be opaque.
  • Max Dispersion - Controls the size of the emitter point when Generate From is set to Dust Point. When Generate From is set to any other generate type, Max Dispersion increases the area in which the particles will be generated. This plug-in can be used to follow a magic wand or zip around the screen like a comet.
  • Wind Horiz - Controls how much the dust can be pushed left or right by the force of “wind”. This directional force will interact with the dusts tendency to go in different directions and is based on averages. Positive numbers will make the particles drift right while negative numbers will make the particles drift to the left.
  • Wind Vert - Controls a force that can make the dust particles drift up or down. As above, this is an average and will affect the whole, but individual particles are able to drift in any direction.

TIP: Use high negative numbers for Wind Vert and Generate From Bottom of Layer to give the appearance of a curtain of dust rising up from the ground.


In contrast to other fire effects, the Fire effect is a particle based algorithm. Fire will have a much more organic and realistic appearance than other simulations due to the particle system.

Fire System Controls

  • Organic Level - Fire composites several slightly different layers of the fire effect to render a more natural and organic appearance. Organic Level also determines the number of repetitions of the effect that will be generated.
  • Fire Amount - Controls the total number of flames that are generated per organic layer per frame.
  • Vert Speed - Controls the rate at which the flames rise once they have been emitted.
  • Flame Lifetime - Controls how many frames the flames will last once they are emitted.
  • Min Size - Determines the smallest size flame that will be emitted.
  • Max Size - Determines the largest size flame that will be emitted.
  • Min Opacity - Controls the minimum limit of opacity of the flames. The lower the value, the more transparent the flame.
  • Max Opacity - Controls the maximum limit of opacity of the flames.
  • Horiz Dispersion - Controls how much the flames will be dispersed along the horizontal axis from their generation location
  • Wind Horiz - Controls how much sideways force there is on the fire.
  • Wind Vert - Controls how fast the flames rise. This plug-in creates a raging inferno type of fire with flames flicking upwards from the burning object.
  • Turbulence - The wispy appearance that is seen in the flames. Turbulence stretches the flames to create realism and cohesion.
  • Turb Amount - Determines how much of an effect turbulence will have on the fire.
  • Turb V Speed - Determines the speed of the displacement field related to the turbulence.
  • Turb Size - Determines the detail that is generated with the turbulence. The higher the value, the greater the details visible from the turbulence in the fire.


Fireworks is a particle-system effect aimed at creating motion sequences that are difficult to handle with a general purpose particle system. It is therefore broken down into 3 stages: Launch System, Explosion System, and Sparkler System. The Launch System controls how the firework shell rockets will fly up: how quickly, how many, at what speed and at what point they will explode into the main firework. The Explosion System what happens after the firework explodes. The colors, speed and direction of the exploded parts, how long the explosion lasts and how fast it drops is handled from this control. The Sparkle System adds small particles to the explosion system particles. This creates a realistic sparkling effect.

Fireworks Controls

  • Streak Level - Determines how far behind the firework particle a streak will travel.
  • Streak Decay - Determines how quickly the streak will fade out.
  • Integrate Over Time - Check this box if you plan on keyframing any of the controls. If you are not keyframing any of the parameters, leave this box unchecked and rendering time will significantly decrease.
  • Bottom of Layer - the fireworks will be sent up from any point on the bottom of the layer. The launch location will be determined randomly.
  • Point - The fireworks will be launched according to whatever point is selected in the Launch Point control.
  • Launch Point - Determines the point from which the fireworks will be launched.
  • Launch Angle - Determines the direction from which the fireworks will be launched. 0 degrees will launch the fireworks straight up. Negative numbers will launch to the left and positive numbers to the right.
  • Launch Spread - Determines how far from the launch angle the fireworks may shoot. When set low, fireworks will go straight up from the launch point. As the value increases the fireworks will shoot to the left and right of the launch point.
  • Launch Prob - Determines how often the fireworks will be launched. The higher the value, the greater the likelihood of fireworks being launched per frame.
  • Launch Burst - Determines how many fireworks will be launched per launch event as determined by Launch Probability.
  • Min Thrust - Determines the speed of the slowest fireworks on their way up (pre-explosion).
  • Max Thrust - Determines the speed of the fastest Fireworks on their way up.
  • Explode Height - Determines the altitude at which the fireworks will explode when Explode at Height is selected.
  • Explode Speed - Determines the rate at which rockets must be moving before they will explode into fireworks.

Tip: To cause a rocket to explode on the way down, set Explode Speed to a negative number. Once the rocket peaks and it’s falling rate equals the desired speed, the rocket will explode.

  • Explosion Shape - Defines the general direction of the particles. Shapes include explosive, oral, spherical and geometrical.
  • Rotation Variation - Allows the particles to rotate around the explosion point after they have been pushed from the explosion. This could be described as a pinwheel effect.
  • None - When selected, no rotation or pinwheel effect occurs.
  • Constant - When selected, there is a random but uniform amount of rotation applied to the particles. The effect looks like a pin-wheel.
  • Varying - When selected, there is a nonuniform amount of rotation applied to the particles within the explosion. The particles seem to fly randomly in all directions.
  • Squiggle - When selected, the post explosion particles will waver back and forth as they explode.
  • Min Generate - Determines the minimum amount of particles that will be a part of the firework explosion.
  • Max Generate - Determines the maximum amount of particles that will be a part of the firework explosion.
  • Min Velocity - Controls the slowest rate at which the particles will move away from the fireworks explosion point.
  • Max Velocity - Controls the fastest rate at which the particles will move away from the fireworks explosion point.
  • Min Opacity - Determines the minimal amount of transparency or opacity in the firework explosion.
  • Max Opacity - Determines the maximum amount of transparency or opacity in the firework explosion.
  • Birth Color - Determines the color of the firework when it initially explodes.
  • Mid Color - Determines the color of the firework in the middle of its life.
  • Death Color - Determines the final color of the firework before it completely fades away.
  • Min Lifetime - Determines the shortest amount of time that any individual particles that make up a firework will last.
  • Max Lifetime - Determines the longest amount of time that any individual particles that make up a firework will last.
  • Mass - The factor that defines how much gravity, air-resistance and wind affect the particle.
  • Min Mass - Determines the least amount of mass that can be assigned to each of the fireworks particles. Mass is the factor that defines how much gravity, air resistance and wind affect the particle.
  • Max Mass - Determines the greatest amount of mass that can be assigned to each of the fireworks particles.
  • Generate - Determines how many sparkle particles will be generated per frame.
  • Velocity - Controls maximum speed of the sparkler particles.
  • Opacity - Determines the transparency of the sparkle particles.
  • Color - Determines the color of the Sparkler system particles
  • Lifetime - Determines the maximum lifetime for each of the sparkler particles.
  • Gravity - Controls how quickly the firework particles will fall once exploded.
  • Wind Horiz - Controls the ability to make the fireworks drift to the right or left.
  • Wind Vert - Increases or decreases the vertical speed of the fireworks. This can be used to simulate wind blowing from the ground.
  • Air Resist - Decelerates the particles as they are traveling. This is equivalent to setting brakes on the particles.
  • Glow Radius - Determines how far the glow that is set in Glow Intensity will spread.
  • Glow Intensity - Determines how brightly the particles will glow.
  • Glow Own Colors - When selected, the glow will be the same as the color of the particles.
  • Glow Inner Color - This determines the interior color of the glow.
  • Glow Outer Color - This determines the color of the exterior glow.
  • Color Bias - Allows for control over which color between Glow Inner Color and Glow Outer Color will be more dominant.

Continue to Part 2

DigiEffects Tools Have Been Used By:
Used by Paramount Pictures, CNN, WB, ESPN, Comedy Channel, HBO, Disney Channel, and MTV