Where is my measureit




















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C:S mods that I use. Compatible with Cities Skylines 1. For non-circular curves and free-form the radius is an approximation since radius does not really apply for these. They are still good guidelines though. Roq 8 Nov am. Ricebug Many mods have options under the settings menu. This one is no exception. Ricebug 11 Oct pm. To view the measures you need to press the Show button. Many measure styles appear grayed out in the menu, these are active in Edit Mode. The Items sub panel appears after adding a measure.

This contains the color settings for each measure. Mesh vertex labeling: Add a label to any mesh vertex. This allows identify easily different areas or objects in the scene. We want this camera pointing directly down and capturing the entire outline. First we can zero out the cameras rotation transforms.

I can input zero for the X, Y and Z. Zoom in and take a look at the camera. This leaves it pointing directly downwards. The apex or tip of the camera is where everything is viewed from. Right now the tip is at the same position as the outline so the camera will be impaired by the plane. When you work with cameras in Blender the active camera will be the one used by the render engine. Because this is the only camera in the scene it will automatically becomes the active camera.

You can tell an active camera by the fill in the triangle over the top. We can enter camera view in a number of ways. This button here will bring you into a camera view. This is the view from the camera now. The frame is an indicator of camera view. We can leave this viewport as the camera view as we continue to setup the camera position within this viewport on this side.

Getting to grips with the camera in Blender is fundamental if you plan on rendering images or animations. I can left click in the Z location and drag to move the camera on the Z axis.

As I do the mesh becomes visible through the camera view. To finalize the camera position we first need to change the camera from a perspective to an orthographic. We can do that over here in the camera properties. From the camera type drop down we can set the type to orthographic.

We can now bring the plane into view by increasing the orthographic scale. I can move this camera up so enter 8 metres in the Z axis and move it right up. Lets render the view from the camera. First we can come over to the render properties tab.

The default render engine is the real-time engine Eevee as its the one selected from the drop down here. To render the camera view we can come up to the render menu up top here. From here we can choose render image. A separate image editor opens and renders the image. Right now the image shows a dark representation of the plane and the surrounding environment. Lets come back to the render properties tab. We can scroll down to the bottom.

Put a check mark in here to enable Freestyle. I can also click the drop down. Here there are additional settings to change the line thickness mode and line thickness.

I will leave the defaults as they are. Lets come to the layer properties tab where there are more Freestyle settings available once freestyle is enabled.

Here we have the freestyle line set and these settings are what the freestyle render will be based on. Below this are the Freestyle line style settings. Here you can modify the line style from the stoke to color thickness to texture. In thickness I can reduce the line thickness to 2. This will narrow the line rendered and this can be adjusted later you need to increase or decrease the line width.

Just be aware you have full control over how the Freestyle line render will display from these settings here. The next thing we need to do is make sure there is a material on the outline. Lets come to the material tab. Here we have a material I added earlier on this object called outline.

Next we can come to the world tab. In the world tab we can click into the background color and increase this to fully white. This will brighten the scene and match the outline color. The scene color has a major influence over objects during render.

Lets now press F12 and give this a render. Give this a moment to render. The freestyle render is adding the black outline to the plane. This will be the result we expect using freestyle. Only the outline of the mesh will render using the default settings. You can specify edges to be included in the freestyle render if needed.

The MeasureIt dimensions are rendered separately then must be combined in the compositor. Lets look at that process now. Lets X this down and come over to the view tab. Expand the render tab. In the drop down we have two options, frame or animation. We want to render just the frame. Lets click render. That only takes a moment to render as MeasureIt only renders the dimensions with a transparent background. Lets switch into the compositing tab up top here. The first thing we need to do is put a check mark in use nodes.

That way we can combine both the blender render and the MeasureIt render together. This is the default node network. It contains a view layer. The view layer is what is being rendered from the scene camera. Then the composite node. This creates the final output. We need to add the MeasureIt render and combine here to be composited in the final render.

We can do that by first clicking in the editor type and switching this to be an image editor. Then over in the image drop down choose the MeasureIt render.

I can zoom out a little. It is hard to see as we only have a few dimensions added over the transparent background. I can left click and drag this image into the node editor. Drag the composite node over here. Drag the output from the render layer and plug this into the top image input on the alpha over node.

Now drag the output from the MeasureIt node and plug that into the bottom image input of the alpha over node here. Take the result of the combined network and plug this into the composite node.

We can add in a viewer node and view this here. Place that here. Take the result and plug this into the viewer input. What we see here will be the final result when we render.



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