Game Development Reference
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Figure 5.19 The UW225.mov
layer.
Figure 5.20 The options for the
Calculations effect.
To keep things simple at fi rst, let's choose the current layer
(CED113.mov) as the Second Layer. For now, we'll also leave the
Second Layer Channel value set to RGBA, to blend the layer with
the full version of itself. Raise the Second Layer Opacity value all
the way up to 100%. All that's left now is to specify how this layer
should blend together with itself. Let us pick the standard blend
mode for self-blending—Overlay. This creates the same results as
duplicating the layer and changing the blend mode of the dupli-
cate, but we would've kept our Timeline cleaner (Fig. 5.21).
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