SVG feDiffuseLighting Filter
feDiffuseLighting simulates light hitting a bumpy or textured surface, giving flat SVG shapes a matte, dimensional lighting effect.
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Supports PNG, JPG, BMP, WEBP up to 5MB
Simulating Diffuse Surface Lighting
feDiffuseLighting takes a bump map — often generated from an feTurbulence noise pattern or an alpha channel — and simulates how a light source (defined via a child fePointLight, feDistantLight, or feSpotLight element) would diffusely illuminate that surface's implied bumps and texture, producing a matte, non-shiny lit appearance.
- Uses a bump map, often derived from feTurbulence noise, to imply surface texture
- A child light element defines the simulated light source position and type
- Produces a matte, non-shiny lit appearance rather than a glossy highlight
Practical Uses for Diffuse Lighting Effects
This filter is popular for simulating embossed metal or stone textures, creating a subtle raised-surface effect on badges or seals, and building procedurally generated textures like stucco or fabric that respond to a simulated light angle, all achieved without needing an actual photographed or hand-painted texture image.
- Popular for simulating embossed metal, stone, or raised-surface textures
- Useful for badge or seal designs wanting a subtle dimensional lighting effect
- Builds procedural textures like stucco or fabric responding to a light angle
Frequently Asked Questions
What's the difference between feDiffuseLighting and feSpecularLighting?
feDiffuseLighting produces a matte, non-shiny lit surface appearance, while feSpecularLighting adds a glossy, mirror-like highlight — the two are often combined and composited together for a more realistic combined lit-surface effect.
Do I need feTurbulence specifically, or can any bump map source work?
feTurbulence is a common source for generating a procedural bump map, but any filter result producing appropriate alpha or luminance variation, including an imported raster texture image, can serve as the bump map input.
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