The only resource I know of is the svg specs. It doesn't give a practical hint on how to rig a filter chain.
For a long time I had a disapproval towards using filters in vectorgraphics and still not convinced of its practical usability at all.
Started to look at existing filters from the dropdown list. What that mess in the filter editor can be rendered and what changing a parametre would affect the result.
It didn't really work.
Then played a bit with the trial version of
filterforge.
That is a decent node editor and has way more primitives the svg specs can offer.
Ran out of trial time gave another try to the filter editor in inkscape.
The biggest issue was which nodes to connect and how.
Trying to explain the filter chain above in the video.
There are two flood fills to start. They fill up the filtered area with a given colour. With compositing you can fill up any given area with a flood colour. It works as boolean operation. Composite-in equals to intersecting. It substitutes the rendered colour while preserving the alpha values of the pixels =everything remains the same opaque, but filled with the input.
The turbulence primitive is another input primitive. It generates a random noise that is not supposed to repeat.
Its settings can modify its scale and detail level but not the overall alpha value or the structure of the randomness.
The component transfer can modify a channel of the rendered image so used it to make the alpha values of the turbulence steeper.
That's because there is the diffuse filter primitive, which is supposed to use the alpha channel of the image as a bumpmap and sort-of generate a 3D geometry to it where full opacity is the top and full transparency is the bottom of the 3D object. The light azimuth sets the direction in which the rays hit the surface. 90° is at zenith -light coming directly perpendicularly to the surface. It doesn't produce much of a 3D feel then.
Setting that value too low may result in low lighting values.
This primitive outputs a fully opaque fill so to colourize it, converted the luminance to alpha and used compositing eith the flood fills.
This could also be done some other ways too but this gives the most exact or self-explanatory colour mapping.
-Which by the way is like the very start in filterforge...-
Used the other turbulence for distorting the result a bit, for more "randomness".
Xav covered filters in
his series in the full circle magazine.
Made a compilation of the related tutorials
here.
Besides I was about to make a
cookbook of using filters in inkscape but got really lost somewhere.