Showing posts with label diffuse lighting. Show all posts
Showing posts with label diffuse lighting. Show all posts

9 March 2017

more donuts

Gave another go to the donut pack. This time as in the previous one, the bump map of the diffuse lighting is generated by a gaussian blur and not the object's luminosity.

This one is on the edge of functionality of the filter editor.
First, the object's boundaries are used (or, alpha values to be precise) to define the output shape, meaning it needs to be displaced -and for the chocolate coating, outsetted as well.
Second, generating the bumpmap by blurring and component transferring; chaining in the diffuse lighting, sure thing.
Third, to have the effect produce realistic colours, gradient mapping. These filters use three flood fills to define the whole tone range, so it's rather limited to change the highlights to a more steeper appearance or a sharper shape. The closest thing to a gradient map filter primitive taking in a gradient definition is generating one filter upon a component transfer filter primitive with the extension/modify colors/adjust/colormap -available in inkscape 0.921. Rather limited workflow, useless if you want to tweak one of the colours.
And of course the rest are the cherry on top -some generated texture and a dropshadow just for fun.

That is the reason why I didn't add more eye-candy for fine sweets details. Chocolate shaving etc. would need to be drawn separately but would affect and would need to be affected by the donut shading below.

Anyway, bon appétit!



svg source 1
svg source 2

28 February 2017

diffuse lighting pack

Based on the previous pack. Two turbulence filter primitives are paired up with displacement map filter primitives that alters the overall shape. That is blurred after, component transferred and composited with the altered shape. Some gaussian blur and turbulence follows in the chain to smooth out the details and add some dithering, then the result is composited with three flood fills as a gradient map.

Then, a reflection is pulled in from the background image and a dropshadow is added.
Should be quite basic.
Probably another turbulence/dithering could have been added after the diffuse filter primitive, so then one of those could generate some texture and the other handle the low colour depth bending issue.

Also, another case where it was easier to use three flood fills then to generate shades upon the source image, which is always problematic.

Probably that worths more testing.



svg source

27 February 2017

donut pack

Started this one upon a "request".
Uses the object's luminancy, so it needs a decent gradient for the base -probably not so practical, yet geometrically more spot on for the shading.
Also, the background image is pulled in to add the right hue&saturation to the dropshadow, and, for a reflection around the donut's edges.
Can work as a good base for drawing fancy donuts.



svg source