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Author Topic: Filters in action, filters in pack  (Read 105682 times)

April 30, 2016, 12:50:42 AM
Reply #75

brynn

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Edit - meant to make OT but forgot

Off-Topic: show
Thank's! Yes, I prefer ocal because they have a large bandwidth and a large hosting server, that generates thumbnails of 2400 px width, using inkscape. Maybe that is too large for a thumbnail generally, and customizable thumbnail uploading has other possibilities but it takes twice the effort to upload the file, not counting the work of generating of those thumbnails.

It has occurred to me to try and figure out how OCL does it (makes a thumbnail).  Maybe it can be used to make an SVG plugin for Coppermine.  Even if the plugin contained an entire copy of Inkscape, it shouldn't go against the license.  It's doubtful I could make the plugin myself.  Plus, I think there's some kind of issue about PHP....I can't remember the details at the  moment.  But I do plan to do some research.

Or maybe it's time to look for alternative gallery software.  When I first setup IC, CPG was the best choice by far.  But maybe there's something new since then??
« Last Edit: April 30, 2016, 07:49:13 AM by brynn »
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April 30, 2016, 06:25:16 AM
Reply #76

Lazur

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For non-inkscape made svg-s they use webkit (?). Previously that was used for all uploads, but there were several issues with it so now they use inkscape for generating thumbnails for inkscape-drawn svg-s.
Suv mentioned you cannot render "inkscape-like" without actually using inkscape, cairo is not compiled the same way in another tool.

Thumbnail url-s are like
Code: [Select]
https://openclipart.org/image/2400px/svg_to_png/246184/feather-and-egg.png

which you can edit to different sizes (undocumented feature/bug/safety risk(?))

Code: [Select]
https://openclipart.org/image/100px/svg_to_png/246184/feather-and-egg.png
:



Don't know much more about the technical details.
For more info you can try to mail them on the adress love@openclipart dot com.
(Can pm a developer's adress if the previous doesn't work.)

May 30, 2016, 03:40:57 PM
Reply #77

Lazur

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Some recent stuff.


Simple hue rotate filters in pack:







This one is more of a test image.
Produces veird behavior if tweaked.



Original idea was to merge objects together after one is masked, the other is masked with the previous mask inverted,
without the background showing through.

Guess that is the problem with all the anti-aliasing produced rendering gaps. semi-transparent pixels alpha values not adding up to an opaque pixel. With different compositing it should work.


Namely similar to "add".
But cannot find that in the draft.
« Last Edit: May 30, 2016, 04:11:56 PM by Lazur »

May 30, 2016, 05:45:46 PM
Reply #78

Lazur

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A simpler example on that kind of blending/compositing:



Note that there are only two lineargradient defs are present in this image.


Another on the requested "inverted masking" problem:


May 31, 2016, 10:04:04 AM
Reply #79

brynn

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Nice!

Question -- Are those that are made with many multiple objects going to be resource hungry, when used in a drawing?  Like let's say someone made a drawing of soap bubbles, and they apply the filter to many circles.  Is it going to start cause slowdown, that is more than the slowdown they would see if they used individual gradients on the circles?
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May 31, 2016, 01:58:53 PM
Reply #80

Lazur

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Not sure what you are asking.
Rendering time relates to the number of calculated pixels with filters. The complexity of the image you apply on the filter doesn't really add up.
Filter is stored in the def section, objects use them just as they were custom markers/patterns/lpe-s, the way of "linking" is the same.
The rendering time/resource need is different, lpe-s are vectors, all of the nodes are processed when you select a path with an lpe.
Even if you see only a small part of it on screen but select it, you would need to wait for inkscape to respond on a complex lpe. 
Like a sketch lpe stacked on a hatches lpe, with a pattern along path on top for example...
Patterns may need less resources though.

Then, if you have a complex filter, with various blurring and convolution matrix, rendering time can be cut short if you zoom out.
Exporting at a decent resolution is what can take huge resources.
(The latter filter primitive is much affected by the zoom level. If you want to reproduce the same look on different zoom levels of the same object, it doesn't work.) 

By the way, good idea on a bubble filter.

May 31, 2016, 02:25:33 PM
Reply #81

brynn

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I mean like while you are working in Inkscape.  Let's say I'm making a drawing of soap bubbles, and I have....let's say 100 circles of different sizes.

Well, I don't know if keeping as circles would be better or converting to paths (4 nodes each).  But for this example, let's say they are paths.  And each circle has a gradient.  (Hhmm....this might make for a nice article....somewhere.)  I'm not sure if using the same gradient would make less performance problem than using 100 different gradients.  (I think I'll make a forum thread.)  And finally, if using a filter instead of gradient?

I'll make forum thread, so we don't hijack this topic.
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June 01, 2016, 04:26:33 PM
Reply #82

Lazur

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Playing around with turbulence again. Not so organized so there are no variants this time.

.

June 02, 2016, 02:11:02 AM
Reply #83

Espermachine

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^
consider that tentacle logo stolen  :-D

Its awesome !

June 02, 2016, 03:20:08 AM
Reply #84

Lazur

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It's a bitmap traced variant of this one.
Feel free to use it. ;)

June 02, 2016, 10:22:07 AM
Reply #85

Espermachine

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It's a bitmap traced variant of this one.
Feel free to use it. ;)
Right, now i remember seeing that earlier. Looks like the Predator cut off an Alien tail and made a funky walldecoration out of it   :-D

June 17, 2016, 08:49:12 AM
Reply #86

Lazur

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Some random images with displacementfiltering:




June 17, 2016, 04:45:03 PM
Reply #87

Moini

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I wonder how the original image looked before you applied the filter, Lazur.

June 18, 2016, 01:15:34 AM
Reply #88

brynn

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Usually Lazur makes a link to OCL, where you can download the SVG and investigate  :)  (not text link - the image is the link)  I can't wait to see how he made this one!
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June 18, 2016, 03:35:13 PM
Reply #89

Moini

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Thanks for the hint, Brynn!

July 04, 2016, 03:38:59 PM
Reply #90

Lazur

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Another quick set of diffuse filters:


July 04, 2016, 09:04:01 PM
Reply #91

brynn

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Oh, that's amazing!!

If you put a black background behind the photo, would the rendered image look like the face is proud of the surface, rather than etched into it?
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July 05, 2016, 05:38:10 AM
Reply #92

Lazur

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Again, these are hosted at openclipart with the original svg sources.
Openclipart is against embedded raster images, main difficulty on that previous 60's threshold filter pack and similar ones;
all filters are applied on vector content.
The mentioned one with Hendrix was an autotraced photograph, while this is based on a 3D model rendered to svg (original clipart is here.
More than that, it was necessary to add the blurring for transition between the tones,
because of the polygonal look, only that "wireframe" would stick out.

But yes, if the head wasn't grouped with the background it's boundaries wouldn't look ridged.

July 30, 2016, 06:37:36 PM
Reply #93

Lazur

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Having seen a post on making a wood grain pattern.
Easier to draw then to describe the process of the filter editing.
Maybe if I could screen capture it -sadly sharex prevents the filter editor to work properly so its out of my current possibility.

Anyway, made a few wood grain filters:













The second one uses the convolve primitive, and the third one uses diffuse lighting too but probably that doesn't come out -convolve matrix is affected by the zoom level-.


Altering the original pattern:

« Last Edit: July 30, 2016, 07:08:45 PM by Lazur »

July 30, 2016, 07:23:57 PM
Reply #94

brynn

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July 30, 2016, 07:51:22 PM
Reply #95

Lazur

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And are useful to spice things up.


August 06, 2016, 06:24:24 PM
Reply #96

Lazur

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Made a pack of the previous gradient map filter.


August 09, 2016, 07:07:22 PM
Reply #97

Lazur

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Another use of the wood grain pack:





« Last Edit: August 09, 2016, 07:57:25 PM by Lazur »

August 09, 2016, 09:46:30 PM
Reply #98

brynn

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And probably a lot faster than actually carving the wood  :D

PS - I don't know if this is possible.  But fwiw.  When I'm searching for a wood filter, there's one realistic part that always prevents me from using a filter, and I end up drawing a custom woodgrain design.  Often when one sees things made out of wood, the wood grain is not consistently the same throughout the....whatever it is - furniture, a floor, inlaid design.  In some places, the grain will be very tight, like in your recent filters.  But other places the grain will be much wider.

I'm guessing it would probably be pretty tricky to make a filter which has a variable wood grain texture?  However, if it were possible, it could be very useful.  Hhmm....if I ever figure out how to make filters, I might experiment with making different kinds of wood texture...
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August 10, 2016, 08:54:18 PM
Reply #99

Lazur

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wood grain filter megapack

« Last Edit: August 14, 2016, 12:50:59 PM by Lazur »