Floor Reflections make the shape look like having a mirror-like floor and been reflected on it.
Opacity |
This defines how transparent the reflection is. The reflection will be this transparent where it begins, and will gradually fade out as it goes farther. |
Offset |
This is where the floor plane is located. Zero means that the floor is at the bottom of the shape Rect. Positive values will move the floor up while negative values will push it away. |
Distance |
Controls how wide the reflection is. The reflection will be fully transparent at this distance. The bigger this value, the more of the shape is reflected. |
Floor |
When there are characters significantly lower that others (like the g where the bottom goes below the baseline), the reflection starts lower for that character. However, this is not always desired, and sometimes is better to have the reflection start exactly at the same height. When the Floor parameter is enabled, it will force all reflections to be aligned by cutting the top of it to the same distance. The bigger this value, the lower the floor mask will be. |
Region |
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Tint |
This color is used to tint the reflection. |
Blend Mode |
This is how the tint is applied. The blend modes are explained at Blending Modes |
Blending |
This value is used by the Blend Mode to define the amount of blending to apply (it depends on the blend mode used) |
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