On Wed, 2016-11-09 at 02:33 +0100, mihaela.jurkovic@...400... wrote:

Awesome tool! It's been requested for years by many people, I'm glad we finally have it!

Sampling colors behind nodes is so awesome :) lovely when vectorizing a photo. 


Thanks for the positive feedback!

Swapping Fill and Stroke when one has a mesh makes them both solid. I'm guessing it has to do with having to duplicate them and scale to boundary box?
If both Fill and Stroke are meshed nothing happens when I try Swapping.


Fixed in trunk. It was due to an oversight.

Applying an existing mesh to an object through Fill and Stroke dialogue can be a bit confusing because you always see a different mesh name after choosing one. This needs some tooltip or maybe some other guideline, maybe in Statusbar?


Hopefully we will have a visual paint server selector in the near future so this won't be a problem.

Selecting corner nodes only works with Shift + click, click-dragging around like with nodes seems to activate a different mesh, overriding the one already applied to an object.

It should probably do nothing, and if possible make it select nodes within the area, unless it conflicts with something else.


I'll look at that possibility. Right now, that's the easiest way to generate a new mesh (it follows the Linear/Radial gradient pattern of generating a new gradient but with Linear/Radial gradients the stops are preserved. I can probably disable creating a new mesh if one already exists.

Smoothing colors (experimental) doesn't make much sense to me, it produced even more sharper color edges, but maybe I'm using it wrong.


It can probably be removed. Bicubic interpolation is a much better solution.


For more complex meshes, and even simple ones that you come back to after a while, you forget the logic behind your choices and it's hard to visualize which handle belongs to which node (they can be dragged way out of their original positions so they end up closer to a different node). It would be great if we could visualize their belonging, color them blue as well when their node is selected, or with a different color, and keep the white for those points that aren't related to currently selected one?


Jabier was working on something like this. I'll ping him about the idea.

Google revealed this for me http://tavmjong.free.fr/SVG/MESH/Mesh.html Is it still relevant? I love the examples, can we post it on the forum? Also http://svgopen.org/2011/papers/18-Advanced_Gradients_for_SVG/


Go ahead.

Can you explain tensor handles and how they relate to near-by beziers to a non-techy person? What should I pay attention to when moving them so I can get some intuitive understanding of what they do?


Tensor handles control how the color flows inside a patch. The edges of a patch are painted the same way regardless of the position of the tensor handles. Tensor points are included in Type 7(?) PDF gradients and I was interested in them when I was studying smoothing at patch boundaries. It turns out that while they can help with smoothing they are not nearly as effective as using bicubic interpolation so I never pushed them in the SVG working group (they are not part of SVG 2). They also complicate the syntax.

Tav

Mihaela aka prkos

On 08.11.2016 19:47, Tavmjong Bah wrote:
Hi,

Mesh gradients are included in SVG 2 but their remaining in the
specification is on shaky grounds.[1] We need to generate suitable SVG
content using meshes in order to generate enough buzz to get the
browser vendors to take notice. With that goal in mind, we would like
see meshes enabled in the 0.92.x release but need help with testing. 

I've just checked into trunk the final GUI improvements to mesh
handling. Please test and give me feedback. (And share any cool content
you creat!) I will be merging the changes into 0.92.x in the next
couple of days. For more information on how to use meshes see:

  http://wiki.inkscape.org/wiki/index.php/Mesh_Gradients

Thanks,

Tav

[1] http://tavmjong.free.fr/svg2_status.html