issue105:inkscape
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issue105:inkscape [2016/01/31 15:00] – créée andre_domenech | issue105:inkscape [2016/02/08 18:00] (Version actuelle) – auntiee | ||
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- | If you've read the previous few articles, you should now have an idea of how to use Live Path Effects, and just how capable they can be. Rather than go through every remaining effect in detail, I'm going to spend the next couple of articles presenting a whistle-stop tour of those that are present in version 0.48. These are all also in 0.91, and their respective interfaces are the same between the two versions, so these examples should apply to either version. In each example, I'll present the original skeleton path in red with the results of the applied LPE in black. | + | **If you've read the previous few articles, you should now have an idea of how to use Live Path Effects, and just how capable they can be. Rather than go through every remaining effect in detail, I'm going to spend the next couple of articles presenting a whistle-stop tour of those that are present in version 0.48. These are all also in 0.91, and their respective interfaces are the same between the two versions, so these examples should apply to either version. In each example, I'll present the original skeleton path in red with the results of the applied LPE in black. |
Construct Grid | Construct Grid | ||
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A simple LPE to start with, the Construct Grid effect does exactly as its name suggests – it constructs grids. It uses the first three nodes of the skeleton path to define two sides of a parallelogram, | A simple LPE to start with, the Construct Grid effect does exactly as its name suggests – it constructs grids. It uses the first three nodes of the skeleton path to define two sides of a parallelogram, | ||
- | The “live-ness” of this effect can make it useful if you want to drag the nodes around to produce the correct perspective by eye, rather than by creating a grid with numeric angles. | + | The “live-ness” of this effect can make it useful if you want to drag the nodes around to produce the correct perspective by eye, rather than by creating a grid with numeric angles.** |
- | Hatches (rough) | + | Si vous avez lu les quelques derniers articles, vous devriez avoir maintenant une bonne idée de comment utiliser les effets de chemin dynamiques (LPE) et de ce dont ils sont capables. Plutôt que d' |
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+ | Construire une grille | ||
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+ | Nous commençons avec un chemin simple ; l' | ||
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+ | Le « dynamisme » de cet effet peut le rendre utile si vous voulez déplacer les nœuds pour produire une perspective correcte à l' | ||
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+ | **Hatches (rough) | ||
This is a peculiar effect. Its main use is to simulate hand-drawn scribbles as a fill inside your (usually closed) path, but given the rough nature of the results – it even says “rough” in the LPE name – I don't think it really needs the huge number of fine-grained controls it presents. For most people, the key to using this LPE is to just use the on-canvas controls and a few of the main UI elements, without getting too bogged down in the many other options. | This is a peculiar effect. Its main use is to simulate hand-drawn scribbles as a fill inside your (usually closed) path, but given the rough nature of the results – it even says “rough” in the LPE name – I don't think it really needs the huge number of fine-grained controls it presents. For most people, the key to using this LPE is to just use the on-canvas controls and a few of the main UI elements, without getting too bogged down in the many other options. | ||
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To get a feel for the effect, draw a closed path, then add the LPE. You'll see your path replaced by a squiggly line that approximates the original shape. Now switch to the Node tool (F2), and towards the middle of your shape you should see four handles – two circular and two diamond-shaped. If you see fewer than four, then it's simply because some are positioned on top of others. Drag them around until all four are visible. | To get a feel for the effect, draw a closed path, then add the LPE. You'll see your path replaced by a squiggly line that approximates the original shape. Now switch to the Node tool (F2), and towards the middle of your shape you should see four handles – two circular and two diamond-shaped. If you see fewer than four, then it's simply because some are positioned on top of others. Drag them around until all four are visible. | ||
- | The four handles represent the end nodes of a pair of vectors (which, confusingly, | + | The four handles represent the end nodes of a pair of vectors (which, confusingly, |
- | Of the remaining controls in the dialog, it's probably the top two that have most effect: Frequency Randomness is used to adjust the amount of variation that is applied to the base frequency, whilst Growth causes the frequency to increase from left to right. Set both values to zero if you want to use just the base frequency that you've set with the on-canvas handles. | + | Les hachures (grossières) |
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+ | C'est un effet singulier. Il est principalement utilisé pour simuler des griffonnages à la main pour remplir votre chemin (en général fermé), mais étant donné la nature grossière du résultat - en anglais, le mot « rough » (grossier) figure dans le nom du LPE - je ne pense pas qu'il y ait vraiment besoin de tous les contrôles fins qui sont présentés. Pour la plupart des gens, la clé pour utiliser ce LPE est d' | ||
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+ | Quand vous appliquez l' | ||
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+ | Pour vous donner un aperçu de cet effet, dessinez un chemin fermé et ajoutez le LPE. Vous verrez votre chemin rempli par une ligne sinueuse qui épouse grossièrement la forme originale. Maintenant, passez sur l' | ||
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+ | Les quatre poignées représentent les nœuds terminaux d'une paire de vecteurs (dont - c'est source de confusion - les lignes ne sont pas tracées en réel), et sont utilisées pour régler les paramètres principaux de cet effet. Dans chaque cas, la poignée ronde est le point de référence : déplacez-le et le diamant correspondant suivra en synchro. Ceci permet de déplacer les nœuds dans une partie plus nette du canevas, ou vers un point de référence spécifique de votre dessin. Le déplacement d'un diamant ajuste à la fois l' | ||
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+ | **Of the remaining controls in the dialog, it's probably the top two that have most effect: Frequency Randomness is used to adjust the amount of variation that is applied to the base frequency, whilst Growth causes the frequency to increase from left to right. Set both values to zero if you want to use just the base frequency that you've set with the on-canvas handles. | ||
With these basic controls, it's possible to produce a variety of effects, running from the appearance of a hand-drawn scribble, to a simple shaped sine wave: | With these basic controls, it's possible to produce a variety of effects, running from the appearance of a hand-drawn scribble, to a simple shaped sine wave: | ||
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Many of the settings in the dialog have pictures of dice next to them. Despite their appearance, they don't actually set the fields to random values. Rather, these are buttons which change the seed value in the random number generator that's used to produce the corresponding value in the hatching algorithm. Their only real use is to ensure that one copy of a shape using this LPE has a different hatching pattern to another copy – if you need to produce many similar shapes then clicking a few of the dice will ensure that they all look slightly different from one another. | Many of the settings in the dialog have pictures of dice next to them. Despite their appearance, they don't actually set the fields to random values. Rather, these are buttons which change the seed value in the random number generator that's used to produce the corresponding value in the hatching algorithm. Their only real use is to ensure that one copy of a shape using this LPE has a different hatching pattern to another copy – if you need to produce many similar shapes then clicking a few of the dice will ensure that they all look slightly different from one another. | ||
- | The final checkbox, “Generate thick/thin path”, is worthy of a mention too. With this enabled, two sets of paths are created that move in and out of sync with each other on each half-cycle of the underlying sine wave. The specifics of the synchronisation between them are set by the last few fields in the UI. These two sets of paths are actually joined at each end, forming a single path that can be filled to give a calligraphic effect to the hatching: | + | The final checkbox, “Generate thick/thin path”, is worthy of a mention too. With this enabled, two sets of paths are created that move in and out of sync with each other on each half-cycle of the underlying sine wave. The specifics of the synchronisation between them are set by the last few fields in the UI. These two sets of paths are actually joined at each end, forming a single path that can be filled to give a calligraphic effect to the hatching:** |
- | Interpolate Sub-Paths | + | Dans les contrôles restants de ce dialogue, ce sont probablement les deux du haut qui ont le plus d' |
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+ | Avec ces contrôles de base, il est possible de produire des effets variés, allant du gribouillage apparemment manuel à une simple forme sinusoïdale. | ||
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+ | Beaucoup de réglages de ce dialogue ont une image de dé sur le côté. En dépit des apparences, ils ne remplissent pas vraiment les champs avec des valeurs aléatoires. Ce sont plutôt des boutons qui changent la valeur de départ dans le générateur de nombre aléatoire qui produit les valeurs correspondantes dans l' | ||
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+ | La dernière case à cocher, « Générer un chemin d' | ||
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+ | **Interpolate Sub-Paths | ||
This effect requires that your skeleton path is made up of two sub-paths (if it has more than two, only the first and last ones are used by the LPE). Typically, sub-paths are created by combining multiple paths – through Boolean operations such as removing one path from another object that completely encloses it, or by breaking a single path into smaller sections by hand using the Node tool's Delete Segment or Break Path buttons. Consider this simple example of one star inside another, drawn separately, then combined using Path > Combine (CTRL-K). When the LPE is applied, a number of additional sub-paths are created, interpolating between the two sub-paths of the skeleton: | This effect requires that your skeleton path is made up of two sub-paths (if it has more than two, only the first and last ones are used by the LPE). Typically, sub-paths are created by combining multiple paths – through Boolean operations such as removing one path from another object that completely encloses it, or by breaking a single path into smaller sections by hand using the Node tool's Delete Segment or Break Path buttons. Consider this simple example of one star inside another, drawn separately, then combined using Path > Combine (CTRL-K). When the LPE is applied, a number of additional sub-paths are created, interpolating between the two sub-paths of the skeleton: | ||
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The total number of sub-paths in the final result is set using the Steps parameter. Increasing this, and turning the inner sub-path a little, demonstrates the sort of effects that you can easily create with this LPE: | The total number of sub-paths in the final result is set using the Steps parameter. Increasing this, and turning the inner sub-path a little, demonstrates the sort of effects that you can easily create with this LPE: | ||
- | The Trajectory control in the LPE dialog shows the familiar group of four controls for setting a path. These allow you to specify a path along which the rendered sub-paths will be spaced, allowing for more than simple linear projections. | + | The Trajectory control in the LPE dialog shows the familiar group of four controls for setting a path. These allow you to specify a path along which the rendered sub-paths will be spaced, allowing for more than simple linear projections.** |
- | With the Equidistant Spacing checkbox ticked, the sub-paths will be placed evenly along the trajectory path. Un-check that, however, and their spacing will be determined by any additional nodes in the path. The nodes split the path into segments, then the total number of sub-paths is distributed between the segments. For example, a trajectory with three nodes will result in two segments, each holding half the rendered sub-paths. Moving the middle node, therefore, results in the spacing of the paths being adjusted – one half bunched together and the other half spread out. | + | Interpoler des sous-chemins |
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+ | Cet effet nécessite que le chemin squelette soit fait de deux sous-parties (s'il y en a plus de deux, seules la première et la dernière sont utilisées par le LPE). Typiquement, | ||
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+ | Le nombre total de sous-chemins dans le résultat final est réglé par le paramètre Incréments. En l' | ||
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+ | La ligne Trajectoire du dialogue de l' | ||
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+ | **With the Equidistant Spacing checkbox ticked, the sub-paths will be placed evenly along the trajectory path. Un-check that, however, and their spacing will be determined by any additional nodes in the path. The nodes split the path into segments, then the total number of sub-paths is distributed between the segments. For example, a trajectory with three nodes will result in two segments, each holding half the rendered sub-paths. Moving the middle node, therefore, results in the spacing of the paths being adjusted – one half bunched together and the other half spread out. | ||
By creating a trajectory with the same number of nodes as the Steps value for the LPE, each sub-path is tied to a single node, letting you accurately position them simply by moving the nodes around. This example uses Steps=5 together with a trajectory path that has five nodes, to demonstrate this possibility: | By creating a trajectory with the same number of nodes as the Steps value for the LPE, each sub-path is tied to a single node, letting you accurately position them simply by moving the nodes around. This example uses Steps=5 together with a trajectory path that has five nodes, to demonstrate this possibility: | ||
- | Next time we'll look at the remaining effects that are available in 0.48: Pattern along path, Ruler, Stitch sub-paths, and VonKoch. | + | Next time we'll look at the remaining effects that are available in 0.48: Pattern along path, Ruler, Stitch sub-paths, and VonKoch.** |
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+ | Avec la case Espacement équidistant cochée, les sous-chemins seront placés régulièrement le long du chemin trajectoire. À l' | ||
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+ | En créant une trajectoire avec le même nombre de nœuds que la valeur Espacement du LPE, chaque sous-chemin est lié à un seul nœud, vous permettant de les positionner précisément en déplaçant les nœuds. Cet exemple utilise Espacement = 5 avec une trajectoire à 5 nœuds, pour vous montrer cette possibilité : | ||
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+ | La prochaine fois, nous regarderons les effets restants disponibles dans la 0.48 : Motif suivant un chemin, Règle, Relier les sous-chemins et VonKoch. |
issue105/inkscape.1454248849.txt.gz · Dernière modification : 2016/01/31 15:00 de andre_domenech