Why are my clashes red?

I don’t get it, my clashes keep appearing slightly red/orange. it should be pure white. is it real clash causing it?

/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Rotoscope
OS7.14 v3.24p
Single Style
Base Style: Hyper Responsive Rotoscope (Original Trilogy)

Base Color: Rgb<0,255,0> (0)

--Effects Included--

Effect Reaction: HumpFlicker, IgnitionColorArg, Type: Responsive Center, Direction: Normal, Duration: 500, Consecutive Effects to Max: 6
Effect Reactions: Clash, Blast, Lockup, Lightning BlockIgnition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Localized Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing HumpFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Stab Effect: AudioFlicker Stab [Color: EmitterColorArg]
Blast Effect: Responsive Blast Fade (Large) [Color: BlastColorArg]
Clash Effect: Real Clash V3 [Color: ClashColorArg]
*/
StylePtr<Layers<Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,Rgb<0,255,0>,Rgb<0,255,0>,Mix<Int<7710>,Black,Rgb<0,255,0>>,Rgb<0,255,0>,Mix<Int<19276>,Black,Rgb<0,255,0>>>,Rgb<0,255,0>>,Rgb<0,255,0>>,AlphaL<AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<20000>,Int<32000>>,Int<8000>>>,HumpFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<20000>,Int<32000>>,Int<8000>>,Int<30000>>>,HoldPeakF<Mult<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,IncrementWithReset<ThresholdPulseF<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,Int<30000>>,ThresholdPulseF<InvertF<HoldPeakF<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,Int<500>,Int<8172>>>,Int<30000>>,Int<32768>,Int<5461>>>,Int<251>,Int<10000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<MELT_SIZE_ARG,17395>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>,Int<14000>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,0,0>>>>,TrFade<300>>,EFFECT_BLAST>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrSparkX<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1500,-3000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,LockupTrL<TransitionEffect<AlphaL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<20000>,Int<28000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,300>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<20000>,Int<28000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<20000>,Int<24000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<15,0,255>>,HumpFlickerL<RgbArg<LB_COLOR_ARG,Rgb<15,0,255>>,100>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<15,0,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<15,0,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,19306>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,17395>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,17395>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,AlphaL<RotateColorsX<Variation,White>,Int<0>>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<165>,Mult<IntArg<IGNITION_OPTION2_ARG,14992>,Int<98304>>>>,TrWipeInX<BendTimePowX<RetractionTime<310>,Mult<IntArg<RETRACTION_OPTION2_ARG,14992>,Int<98304>>>>,Black>>>(),

Could it be low battery? Do neopixels change warmth when not receiving enough power?

That is fairly likely. Different color LEDs loose brightness at different speeds when the battery is low. Blue generally goes first, as it requires the highest voltage. Red goes last as it requires the lowest voltage.

Unless you edited the color in WebUSB or Edit Mode it would be white. Real Clash adjusts the size of the effect based kn how hard the clash is, it doesn’t change the color. I would charge the battery fully and test.

yea that was it. I have some recollection of LEDs always keeping the same whiteness level just dimming, I guess neo pixels are different, is it because there is no white led just RGB ones and red draws the least power so is the brightest causing the red tint?

Red draws as much power as any other color, but they can function at lower voltages. Plain LEDs don’t change color as the voltage changes, but RGB LEDs do, at least in some cases.

1 Like