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Conclusion

All of the filter primitives have been reviewed that are used in various combinations in SVG to create an array of filter effects. Table 6-5 is a reference table for all the filter primitive elements and their attributes. Note that because most of these elements have the attributes in and result, those attributes will not be included in the table.

Table 6-5. Filter Primitive Elements and Their Attributes
FILTER PRIMITIVE ELEMENT ATTRIBUTE
<feBlend> in2 ="second input value" mode="normal" | "multiply" | "screen" | "darker" | "lighter"
<feColorMatrix> type="matrix" | "saturate" | "hueRotate" | "luminanceToAlpha" values="number or list of numbers"
<feComponentTransfer> takes function elements:  
type="linear" | "gamma"| "table" | "discrete" | identity"

type "linear" takes:

slope="number"

intercept="number"

type "gamma" takes:

amplitude="number"

exponent="number"

offset="number"

types "table" and "discrete" take:

tableValues="list of numbers"
<feComposite> in2="second input"

operator="in" | "out" | "atop" | "over" | "xor" | "arithmetic"

operator "arithmetic" takes:

k1="number"

k2="number"

k3="number"

k4="number"
<feConvolveMatrix> order="number of cells in kernelMatrix table (can be one number for both rows and columns, or two, one for rows and one for columns)"

kernelMatrix="list of numbers"

bias="offset value number"

targetX="number"

targetY="number"

edgeMode="duplicate" | "wrap" | "none"
<feDiffuseLighting> surfaceScale="number" diffuseConstant="number"
<feDisplacementMap> in2="second input"

scale="number"

xChannelSelector="R" | "G" | "B" | "A"

xChannelSelector="R" | "G" | "B" | "A"
<feDistantLight> azimuth="degree number" elevation="degree number"
<feFlood> flood-fill-color="color" flood-fill-opacity="opacity value"
<feGaussianBlur> stdDeviation="number"
<feImage> xlink:href="source file"
<feMerge> takes elements" <feMergeNode> in="input source"
<feMorphology> operator="dilate" | "erode" radius="number (or two numbers representing x and y radii values)"
<feOffset> dx="number (x offset value)" dy="number (y offset value)"
<fePointLight> x="x coordinate"

y="y coordinate"

z="z coordinate"
<feSpecularLighting> surfaceScale="number"

specularConstant="number"

specularExponent="number"
<feSpotLight> x="x coordinate"

y="y coordinate"

z="z coordinate"

pointsAtX="x coordinate"

pointsAtY="y coordinate"

pointsAtZ="z coordinate"

specularConstant="number that controls focus"

limitingConeAngle="degree number"
<feTile> (just takes an in attribute)
<feTurbulence> type="turbulence" | "fractalNoise"

baseFrequency="number representing frequency, or two numbers representing x frequency and y frequency"

numOctaves="number"

seed="number"



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