Game Development Reference
In-Depth Information
Figure 15.13 The alpha channel
of the Art Window layer.
Initially, this resembles the Drop Shadow effect, except that it
will not go beyond the boundaries of the layer. To fi x this, click
the Resize Layer checkbox at the bottom of the Radial Shadow
effect in the Effect Controls panel.
One of the properties that really makes this effect stick out is
Light Source. Instead of giving us only a light direction, we can
actually specify exactly where our light source is. This parameter
also has an effect control point, which means that we paste track-
ing data into Radial Shadow. And, because Light Source has both
an X and a Y value, we can easily link this property to things that
we might use as a light source, such as the Flare Center value of
the Lens Flare effect.
The other really exciting property that sets Radial Shadow
apart from other shadows is the Render drop down list. Change
the Render value from Regular to Glass Edge. This allows the
color of the layer to be used in the shadow, depending on
the alpha channel of the layer. So, in Fig. 15.14, you can see the
red of the layer showing in the shadow where there are semi-
transparent areas in the alpha channel. This creates the illu-
sion of stained glass. The Color Influence value controls how
much color is allowed to be used in the shadow, where a higher
value results in more color and a lower value desaturates the
shadow.
One quirk that you might notice with this effect before too long
is that when you increase the Softness value with Render set to
Glass Edge, you'll see the color of the layer in the edges. For those
who don't fi nd this desirable, I haven't found a work-around for
this yet. It's caused because antialiased edges have color applied
to them under the “rules” of Glass Edge, and added Softness adds
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