How can I increase the point size in Meshlab for point clouds? I found how I can show / hide specific PCs, but I do not see where to change their display properties : size, color, symbol ...
If you are using Meshlab 1.3, you have to do 3 steps:
View->Show Layers Dialog to enable the panel at the right.
Render->Show Vertex Dots, to show the vertices as small circles.
There is a Dot size field in the Layer Dialog that let you change the size of the circles.
If you are using Meshlab-2016 or later, it is even easier...
Click on the tab of vertex and choose the option Dot Decorator (1)
Change the size of dots with the Point Size Bar (2)
In MeshLab, you can just use Alt + mouse wheel to control point size.
Or you can find the point size setting in:
Tools->Options->MeshLab::Appearance::pointSize.
Related
I want to make the ground in this place of the terrain a bit deeper a bit lower but left shift key or right shift key and the left mouse button does not change anything on the terrain.
I've been looking for an answer for hours, and I finally found it.
If you are trying to lower a piece of land that is already at 0 height, you will not be able.
You can only lower areas that are above to height 0. In short, height 0 is the minimum: you cannot go to snow values due to the way the terrain is created.
To be able to make valleys then you have to select the tool "Set Height", enter a height and raise all the ground to that height with "Flatten All", or small pieces of land by dragging the mouse on the ground.
If you click "Flatten All", all the terrain will be brought to that height, losing all the changes made previously for the mountains.
However, if you have already made land and you don't want to lose it and redo it from scratch, you can use the following solution:
Export the current heightmap;
Open the image in an editor; (I'm not an expert in Photoshop or other
graphics programs, but I'm sure Photoshop has a way. If there isn't
an entry in the program, find out how to use scripts in photoshop)
Find a way to set the pixels according to a formula: maximum depth of
valleys + current value of the grayscale pixel * original height /
(original height + maximum depth of valleys);
Export the image in Raw format;
Go back to Unity and import it on the ground as you read in the link
above;
In the terrain settings set the height equal to the value you used
in the formula called "original height" + the “maximum depth of
valleys” value;
You should now have the ground as before, but higher. Set the value
in the transform of the Y position equal to "-maximum depth of
valleys" so that it is at the same height as before.
You should now be able to create valleys!
I haven't tried the process, but I've thought about it so much I'm pretty sure it will work.
Good work!
I have set Image Type to Filled because I want to reduce the size of my filling area.
On the left side, you can see my progress bar within the attached image.
Within the inspector, you can clearly see I have set Fill Origin from Top so image size gets reduced from the bottom.
Now one twist I want, I want to reduce an image from both sides top and bottom, I have already played with Image component different values but I can't able to get success.
Overall I want to reduce the size of the image from the top and bottom.
There are 2 ways you can achieve this effect:
You can instead change the Y scale of the image, whilst the Y pivot is 0.5 this will make it shrink from top to bottom, but this will only work if the sprite looks the same even if shrunk down.
If your sprite's shape won't allow for changing the scale like that, you could also split it into 2 sprites at the midpoint and put them next to each other, and then have the top side fill from bottom, and the bottom side fill from top.
I want to be able to split the editor when I drag them but not have to point as much at the corners of the editor when I drag them
The red line is the minimum distance for the horizontal division option to come out, which is approximately 10% of the width of the editor
Is there any configuration in vs-code that allows to increase that?
I am working on a butterfly chart. I create a center zero axis with "Text" type. Everything goes fine, except for one thing.
The width of the center axis is too broad, I want to change the width. But I don't know how to do it.
If I shrink the center axis, left and right are also shrunk. It seems the ratio of width is fixed.
Here is my demo workbook on Tableau Public.
Thanks for any help.
I was able to recreate your butterfly chart following the steps below.
"Concatenated by Dashboard
To shrink the middle margin, we can use a dashboard to concatenate instead of a single worksheet.
Divide into three Worksheets: right-click on the sheet tab and duplicate three copies. Remove the other parts in each worksheet.
Create a Dashboard and concatenate three segments: drag these segments to the corresponding positions.
Change the Dashboard Size to 1200 x 4500. concatenated by dashboard
Set left and right segments as Standard and set the middle segment as Fit Width. Then, Resize them to a proper layout.
Right-click Legends and check Floating, then put them in the appropriate place.
Polish the chart:
Keep only the left title and remove others.
show and rename the left and right axis."
Source: https://www.pluralsight.com/guides/tableau-playbook-diverging-bar-chart
I have a GUI which has 10 panel in it. My LCD is 20". When I want to see my GUI in my laptop(15.6") I can not see my Panels properly. I have examined all the solutions, but I can not solve this problem.
Can anyone help me?
To resize the figure just change its Position property. The panels will resize according to it, depending on how you specified your panel units. I.e., to maximize a figure:
set(figH,'Units','normalized');
set(figH,'Position',[0 0 1 1]);
In the case you want to specify your figure size as pixel units do:
set(figH,'Units','pixels');
set(figH,'Position',[left_gap_nPixels bottom_gap_nPixels length_nPixels width_nPixels]);
Btw, I haven't mentioned, but figH is your figure (or panel handle, if you want to resize it). You can use gcf if it is your current active handle.
Just as reference, the units you can specify are:
{'inches' 'centimeters' 'characters' 'normalized' 'points'
'pixels'}
Consider checking the figure properties documentation and uipanel properties for more details on the position and units property.
Hope it helps.
Take a look at property Units.
The size of a graphic object may be expressed in pixels, in characters, or better (for you) proportionally to the size of the parent.
If you change the units of the sizes of all the Panels to be proportional to the size of the main window, it will be ok. For the main window, simply use get(0,'ScreenSize'); to get the screen size in pixels.