Showing posts with label 2017. Show all posts
Showing posts with label 2017. Show all posts

27 January 2017

chalk drawing

By a small modification the recent chalk filter can be used to add a white chalk drawn look to images. This case, to a plane on the bench  blackboard.



svg source

chalk pack

To pair up with the recent blackboard pack, here is another chalk filter pack.
This one is more solid than the one before.



svg source

blackboard pack

For drawing chalkboard art -for drawing a chalkboard to be precise.
Quite a challenge.
Since there are factors of the look you cannot simulate by filtering.
First, you have a wooden board painted black, with certain imperfections and small bumps, scatters etc. Upon it is a random layer of chalk powder, in the shape of a trace by a sponge.
The latter without filtering alone is a way advanced task.

But let's just focus on a much simpler look alike for now.
Pack is composed from three flood fills.



svg source

23 January 2017

golden spiral

Another image made with the recent stone filter pack.

Somehow the dark stone texture looks a bit more like leather exported at high resolution.


Image was drawn in inkscape 0.92. The spiral itself is built up from linear gradiented circle sectors of 1 gon turns. The rainbow effect is made by a gradient map filter applied on a spiral made from gradient meshes, which got masked and clipped.


Will upload the svg sources from the intermediate steps soon.



image source

17 January 2017

blocky pack

The previous stone filter idea was connected to two previously unpublished blocky filter packs, that I revisited now.

By compositing two turbulence filter primitives you can generate various patterns -like fabrics-.
These packs are based on the same concept, however I found the rest still a matter for experimenting.

The first pack had built in flood fills to start off, the second one is plain black with smooth alpha and the recent one is using new (in inkscape 0.92) blending modes.
Still I feel the shading lacking, as before.
By simply adjusting the rgb levels, one can get lighter colours but decreased saturation on a darker source. Same applies shading a light source by adjusting the rgb channels.
Overlaying blend mode may be the closest although I'm not satisfied with its results.
Ultimate solution is using different sources for the lighter and darker shades, however that can lead to way complex filters.



svg source 1
svg source 2
svg source 3





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16 January 2017

snail shell

Revisited the older concept of a snail-fractal.
Previously made it from random objects and retouching the filtered image was a larger part in gimp.

This instead, is based on the proportions of the Fibonacci spiral.
However that results in a totally unnatural look, contrary common misinformations.

It was drawn in inkscape with gradient meshes, but after a full rotation the rendering got so slow that used raster copies further on. So this time no svg source (as it was quite sloppy as well).

Using a recent stone filter in the background.



image source

14 January 2017

stone texture filter megapack

Extended the previous stone filter pack to a megapack. 1024 filters to generate stone textures for everyone.



svg source

stone filter pack

A set of 16 colour variants of the same filter chain.
Based on another set of 16 stone filters, planning to merge them into one with 256 filters.
Bit complicated since each filter uses 7 flood fills.

So it's more of a "work in progress" image.



svg source

6 January 2017

generated gradient map pack

Raising the problem of gradientmap filtering at #inkscape-devel lead to this one. Su_v added a new extension option to generate filters from existing gradient definitions or groups.
Still in development, and not as flexible as a spinbox option for the component transfer filter primitive, but quite fancy for creating some artistic effect way easier than before.



svg source

31 December 2016