SVG feTile Filter Primitive
feTile repeats a filter's input region across a larger area, useful for generating seamless tiled patterns and textures.
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How feTile Extends a Smaller Region
feTile takes a filter input that's been constrained to a smaller region (typically via a filter primitive's x, y, width, and height attributes) and tiles that smaller region repeatedly to fill the entire filter's target area, similar conceptually to how a CSS background-repeat pattern works but applied within an SVG filter pipeline.
- Takes a smaller constrained filter region and repeats it across a larger area
- Conceptually similar to CSS background-repeat but within a filter pipeline
- Requires the input region's bounds to be explicitly constrained beforehand
Combining feTile with Turbulence for Texture Generation
A common use of feTile pairs it with feTurbulence, generating a small noise pattern region and then tiling it seamlessly across a much larger shape, producing procedural texture effects like paper grain, fabric weave, or organic noise backgrounds entirely through filter primitives without needing an external texture image file.
- Commonly paired with feTurbulence for procedural noise texture generation
- Tiles a small generated noise pattern seamlessly across a larger shape
- Avoids needing an external texture image file for common procedural effects
Frequently Asked Questions
Why does my feTile output look blank or incorrect?
This usually means the input filter primitive's region wasn't properly constrained with explicit x/y/width/height values before being passed to feTile — feTile needs a clearly bounded smaller region to know what content to repeat.
Is feTile commonly used outside of texture generation effects?
Texture generation with feTurbulence is the most common use case, though feTile can tile any bounded filter result, making it occasionally useful for other repeating pattern effects built from filter primitives.
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