From the course: SVG: Clipping, Masking, and Filters
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feDiffuseLighting
- [Instructor] There are two lighting SVG filter primitives, feDiffuseLighting and feSpecularlLighting. We'll cover them over the next two movies. Both of these appear to be very similar, and the code part of them works much the same way. So right up front I just want to explain what makes them different. It all boils down to the words diffuse and specular, which refer to how the light is reflected off the material. In simple terms, diffuse lighting gives you the type of reflection you'd see if you shine a light on a piece of paper. It's literally diffuse because of the rough surface. Specular lighting gives you the type of reflection you'd see from shining a light on a reflective surface like polished metal or a mirror. It's brighter and sharper and more direct. With this in mind let's tackle feDiffuseLighting first. The feDiffuseLighting filter primitive you see here is a wrapper for the feDistantLight, fePointLight, and feSpotLight primitive children which describe the actual light…
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Contents
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A walkthrough of SVG filter primitives2m 11s
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(Locked)
feImage4m 31s
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(Locked)
feTile4m 15s
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(Locked)
feFlood2m 29s
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(Locked)
feBlend2m 52s
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(Locked)
feGaussianBlur3m 21s
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(Locked)
feMerge2m 51s
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(Locked)
feOffset2m 54s
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(Locked)
feMorphology4m 39s
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(Locked)
feComposite4m 50s
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(Locked)
feComponentTransfer9m 23s
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(Locked)
feColorMatrix, part 13m 42s
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(Locked)
feColorMatrix, part 24m 53s
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(Locked)
feDiffuseLighting7m 53s
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(Locked)
feSpecularLighting4m 19s
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(Locked)
feTurbulence6m 47s
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(Locked)
feDisplacementMap2m 40s
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(Locked)
feConvolveMatrix5m 49s
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