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Re: [Inkscape-devel] [Inkscape-user] Equivalent to Illustrator's Gradient Mesh?

From: Doug Schepers <doug.schepers@vectoreal.com>
Date: Fri, 25 May 2007 23:47:53 -0400
Message-ID: <4657ADE9.5000104@vectoreal.com>
To: MenTaLguY <mental@rydia.net>
Cc: bulia byak <buliabyak@gmail.com>, www-svg@w3.org, Inkscape ML <inkscape-devel@lists.sourceforge.net>, Chris Lilley <chris@w3.org>

Hi, Mental, Bulia-

Great conversation, and thanks for getting back to real-world use cases. 
  I liked Chris' gradientMesh suggestion, and like Mental I'm not yet 
convinced some variation on it might not be suitable.  But I'm open to 
other suggestions, especially those based on pragmatic experience.

The idea of prototyping the various options strikes me as the best way 
forward, and to come up with a set of end goals we are trying to 
accomplish with the new gradient(s).

Photorealism (or something akin to it) seems to be one use case.  This 
also suggests a nod to 3D-esque textures or shading (I don't want SVG to 
go down the true 3D path).

Bulia, your example seemed to have more in common with filters than it 
did a gradient/affine transformation, so we might consider look at this 
as part of the new Filters spec, as possible variant approach.

MenTaLguY wrote:
> On Fri, 2007-05-25 at 20:24 -0300, bulia byak wrote:
>> It will be too linear, too clunky, with too visible vertices and edges.
> As already noted, this may mean we need to use instead a non-linear
> blending function.  I'm not yet convinced that we need to abandon
> triangle meshes, and I dislike the interaction model for coons patches
> (the major alternative proposed).
> Perhaps the next thing for me to do is to rig up a very minimal
> application oriented to a specific task (say, reproducing a photograph)
> where we can assess the practicality of different blending functions and
> variations on the mesh idea.  That way, we aren't also worrying
> prematurely about how meshes ought to be encoded in SVG (or implemented
> in Inkscape).


Received on Saturday, 26 May 2007 03:48:02 UTC

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