Inkscape Video Tutorial 6

Inkscape Filter EditorIn this part of my Inkscape video tutorial I cover the Inkscape Filter Editor. Previously I showed what every single Inkscape filter looks like and this time I’ll show how they were made.

Specifically I’ll cover the following filter primitives available in the Filter Editor : Gaussian Blur, Blend, Offset, Merge, Turbulence, Color Matrix, Flood, Diffuse Lighting and Specular lighting.

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Inkscape Filter Editor Cheat Sheet

1. The Filter Editor is used to create custom filters using filter primitives

2. You can define what parts of a graphic to use as input for a filter

a. Source Graphic : The graphic itself

b. Source Alpha : The transparency of a graphic

c. Background Image : The area under the graphic

d. Background Alpha : The transparency of the area under the graphic

e. Fill Paint : The Fill of the target graphic

f. Stroke Paint : The Stroke of the target graphic

g. To use Background Image and Background Alpha put enable-background=”new” in the SVG tag before sodipodi:docname=”New document 1″

3. The Gaussian Blur filter can be found in the Fill and Stroke dialog

4. The Blend filter can be found on the Layers dialog

a. Blend blends 2 overlapping objects on different layers, or on 1 layer.

b. Multiply : The top object filters out the light from the bottom.

i. Blue over Red turns Black

ii. Purple over Cyan filters out the Red and leaves Blue

c. Screen : Top object adds light to the bottom

i. Red, Blue and Green on top of each other makes white

d. Darken : Top object darkens the bottom

e. Lighten : Top object lightens the bottom

5. Making a Drop Shadow with the Filter Editor

a. Add text and change blur in Fill and Stroke dialog

b. In Filter Editor change the name of filter

c. Drag Gaussian Blur to Source Alpha to make it black

d. Change the x and y of the Blur with Standard Deviation

e. Add Offset Filter to offset the drop shadow

f. Add Merge Filter to also show the source object

6. Turbulence

a. Used to simulate clouds, fire, smoke, granite, etc.

b. Draw a gray box and blur it

c. Add Turbulence Filter to the box

d. Base Frequency : The higher it gets the smaller the texture

e. Octaves : The higher it gets the sharper and more uneven it gets

f. Seed : Changes the random number used to generate the image

g. Type Turbulence : squiggly line look

h. Type Fractal Noise : cloud look

7. Color Matrix

a. Allows you to change the colors of an image by manipulating numbers in a 5 x 5 matrix

b. 1st row : Red

c. 2nd row : Green

d. 3rd row : Blue

e. 4th row : Alpha

f. Each column represents an input color Red, Green and Blue plus Alpha

g. Each row then represents an output color

h. We take the first 3 numbers in the row and add the last number to determine how much of the red that will appear. The 4th digit is alpha (Transparency)

i. A total of 1 makes no changes

j. A number above 1 increases the red

k. A number below 1 decreases the red

l. Negative : 00 -1, 11 -1, 22 -1, 04 1, 14 1, 24 1

m. B & W Negative : 00 -1, 10 -1, 20 -1, SAME

8. Blend Filter Editor

a. Works much like Blend in layers

b. Draw a red and blue object Blend : 1st – Source : 2nd – Background Image

9. Composite Filter Editor

a. These are basically logical operations applied to images

b. The output of this filter is composited over it. To make only the effect show we must create a solid background to hide the original.

c. Composite : Source & Background Image

d. Flood : White

e. Merge : Top to Flood & 2nd to Composite

f. Demonstrate the different Composite Options

g. Arithmetic : Allows you to define what shows based on 2 images

i. K1 : Input Color 1 * Input Color 2

ii. K2 : Input Color 1

iii. K3 : Input Color 2

iv. K4 : Everything

10. Lighting Effects

a. Lighting effects provide you with a way to create depth

b. To simulate light you use a height map. The transparent part is the lowest and the most opaque is the highest.

c. It is common to create a height map based on a gaussian blur

d. DIFFUSE LIGHT ( Used on matte objects )

i. Draw a star

ii. Gaussian Blur : 6.0 (Source Graphic)

iii. Diffuse Light

I. Surface Scale : 10.5 (Height of the peaks)

II. Constant 2.0 (Strength of the light)

III. Light Source : Distant Light

IV. Azimuth : 220 (Direction Angle for light source X Y)

V. Elevation : 25 (Direction Angle for light source Y Z)

iv. Composite

I. Point to Diffuse Light

II. Point to Source

III. Arithmetic : 1, 0, .6, 0

e. SPECULAR LIGHT ( Rubbery Look )

i. Draw a star

ii. Gaussian Blur : 6.0 (Source Graphic)

iii. Specular Light

I. Surface Scale : 10

II. Constant : 2

III. Exponent : 25 (Defines how shiny)

IV. Distant Light

V. Azimuth : 230

VI. Elevation : 45

iv. Composite

I. Point to Source

II. Point to Specular Light

III. Arithmetic : 0, 1, 1, 0

v. Composite

I. Point to Composite

II. Point to Source Alpha

III. In : Show the parts of the top that are in the bottom

5 Responses to “Inkscape Video Tutorial 6”

  1. nishant says:

    do u have project on Cyber Cafe management?? with source code ?pls give

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