The effects in this section all modify an existing path.

Adds nodes to a path, leaving the shape of the path unchanged. The nodes are added evenly with a minimum specified spacing. Good for creating scissor lines.

Convert regular shapes to paths before applying.

Automates changing the *Markers* to match the color of the
*Stroke*. The effect makes copies of a *Markers* in the
*<defs>* section
of the *SVG* file with the appropriate color. This effect is a
temporary work-around until the *SVG* 1.2 standard is
finalized. The new standard is expected to simplify matching
*Marker* color with *Stroke* color.

*New in v0.46.*

Adds highlights and shadows to simulate 3D objects like buttons.
The effect works by adding paths that are blurred via the
*Gaussian
Blur* filter and then clipped. The paths have
partial transparency, with white for highlights and black for
shadows. The effect only works on paths so regular shapes need to
be converted first. You may also need to add additional nodes.

Parameters:

*Illumination Angle*: Sets the angle from which light arrives.*Shades*: Sets the number of different gray levels. The path is broken up into sections according to the relative angles of the nodes. A shading path is generated for each level. You must have a least as many nodes in the original path as shades.*Only black and white*: If checked, only the lightest (white) and darkest (black) parts are generated.*Stroke width*: Not used (fixed internally at 10).*Blur stdDeviation*: Sets the blur radius for the*Gaussian Blur*filter in pixel units.*Blur width*,*Blur height*: Sets the width and height of the Filter Effects Region, the area where the blur is calculated. These parameters are not very useful (you can not set the*x*and*y*terms). Leave both set at 2.0.

*Modified slightly in v0.46.*

*Broken in v0.44 and v0.45.*
Can be fixed by removing the line
"self.q['y'] = docheight - self.q['y'] - self.q['height']"
in `share/inkscape/extensions/summersnight.py`

.

Distorts a path so that the path's original *bounding box* is mapped to
the edges of a quadrilateral. To use the effect, select the path
to transform first, then add the quadrilateral path to the
selection (this order is the inverse of what was used before
v0.46). Regular shape objects must be converted to a path before
transformation.

The effect works on a single path. The
beginning point of the quadrilateral path will determine the
orientation of the transformed image. If the image is inverted
(like looking through a mirror), reverse the direction of the
quadrilateral path with the ** Shift+R**) command.

This effect could be used to produce a pseudo-perspective
effect. For real perspective, use the *Perspective*
effect.

This effect converts selected *Bezier* curves to an approximation
composed of straight-line paths. The number of line segments used
is determined by the *Flatness* parameter. The smaller
the *Flatness*, the more line segments are used.

This effect turns a straight-line segment into a crooked segment.
It works by finding the midpoint of the line segment, adding a node
at that point, and then moving the node a random distance perpendicular
to the original path direction. This division routine is called recursively
depending on the setting of the *Subdivisions*
entry in the dialog, doubling the number of resulting segments for
each increase by one. The *Smoothness* of the path
can also be specified. The magnitude of the perpendicular displacement
is a random function with the limits determined by
*±(Segment length)/(1+Smoothness)*.

The effect will also work on a curved path by turning the path into a series of line segments between the path's nodes.

Previously named *Radius Randomizer*.

Randomly shift nodes and/or node handles. The *Maximum
displacement* parameter controls the magnitude of the
randomization. When the *Use normal
distribution* box is not checked, the magnitude of
displacements will be uniformly distributed between zero and the
*Maximum displacement* value (in pixels). When
the box is checked, the magnitudes of the displacements will have
a *Normal* (a.k.a. Gaussian or Bell curve)
distribution with a standard deviation of 0.5 times the
*Maximum displacement* value. The Normal
distribution option may produce more natural-looking variations
in a path. In both cases, the direction of the displacement will
be random.

*Removed in v0.45.
Use the L-System effect for creating fractals
like Koch's Snowflake.
Use the Pattern along Path effect for
putting objects along a path.*

This effect allows the drawing of figures inspired by Helge von
Koch's snowflake. Using the script requires two steps. The
first step is to select a path and run the *Fractal
(Koch) - Load Pattern* script. This is the
path segment that will be used to replace the paths in the target
object.

The second step is to select the target object and to run the
*Fractal (Koch)* script. The object should
consist of a path with a number of line segments. Each line
segment between adjacent nodes will be replaced by the path
loaded in the first step, scaled to fit. Regular shaped objects
must be converted to a path first.

The
*Koch* effect also allows one to
produce interesting borders.

*New in v0.45.*

Distorts a path (or a *Group* of paths) so that the path's
original *bounding box* is mapped to the edges of a quadrilateral and a
perspective effect is applied to the path. To use the effect,
select a quadrilateral first, then select the path to
transform. Regular shapes and text must be converted to a path
before transformation.
This effect requires the
*Numpy*
(Numerical Python) package.

The beginning point of the quadrilateral path will determine the orientation of the transformed image; in most cases, the quadrilateral path should be started from the lower-left corner and proceed in a clockwise direction.

Renamed *Jitter Nodes*
in v0.45.

*New in v0.46. *

Distorts a path as if the path was stretched vertically or the path
was squeezed horizontally. The amount of the distortion is
controlled by the *Strength*
and *Curve* parameters. Adding extra nodes may
produce a better result.

Reduces the curvatures of path segments. The amount of
straightening can be specified. *Behavior*
1 moves the node handles toward the nodes, *Behavior*
2 moves the node handles to a point 1/3 of the distance between
the neighboring node away from the node. There is little visual
difference between these two options.

This effect twists an object around a point, like what might happen if you dropped things in whirling water (except the farther away form the center, the greater the displacement for this effect). The amount of “whirling” and the center of the whirl are input parameters (v0.45). Objects must be converted to paths before applying the effect.

Note | |
---|---|

v0.45: The center is defined in
v0.46: The center of view is used for the center of the
whirl. To whirl around the center of an object, select the
object and then use |

© 2005-2008 Tavmjong Bah. | Get the book. |