From the qt docs:
"The Gooch lighting model uses both color and brightness to help show the
curvature of 3D surfaces. This is often better than models such as Phong
that rely purely upon changes in brightness. In situations such as in CAD
and CAM applications where photorealism is not a goal, the Gooch shading
model in conjunction with some kind of silhouette edge inking is a popular
solution.
The Gooch lighting model is explained fully in the original Gooch paper.
The Gooch model mixes a diffuse object color with a user-provided cool
color and warm color to produce the end points of a color ramp that is
used to shade the object based upon the cosine of the angle between the
vector from the fragment to the light source and the fragment's normal
vector. Optionally, a specular highlight can be added on top. The
relative contributions to the cool and warm colors by the diffuse color
are controlled by the alpha and beta properties respecitvely."""
The TLDR: the shader works well for revealing 3d details of objects
which may otherwise be hidden due to the scene's lighting. Ultimately,
it's an easier material to work with as you don't need to worry
about setting up appropriate scene lighting in order to visualise features.
The organisation I work for operates helicopters and I've built this svg file to allow me to use this as a marker. I've named the file in the convention of other files and placed into the appropriate folder, while testing to ensure the marker can be colourised in the same way as other svg markers.
I'm adding this as others might benefit from the work I've done.
Offers the same functionality as the Random points inside polygons
algorithm, and in addition it includes (possible to opt-out) the attributes
from the containing polygon and the ability to specify a seed for the random
number generator.
Could replace the Python algorithm Random points inside polygons, but
this C++ implementation only supports "Points count" ("number of points
for each feature") directly, while "Points density" is supported by allowing the
point count to be data defined (using the polygon area to calculate the
number of points).
[MESH][FEATURE] Allow to select only specific subset of dataset groups in mesh layer tree
This could be done in the mesh layer properties dialog in the source tab.
A new tree view displays all the available dataset groups from the data provider. The dataset groups can be checked/unckecked and renamed.
This widget provides also buttons to load extra dataset group from files, to expand/collpase the tree, to check/unchek all items and to reset to default from the provider (for now, only the original name).
Then only the checked dataset group will be displayed in the active dataset widget in renderer settings.
This refactors and completes the recently added work on random number raster layer creation algorithms (see #35835) and reworks the single algorithm implementation proposed in #36065 to a base-algorithm solution which avoids duplicate code.
With the new algorithms aimed towards distribution based random number creation, QGIS reaches to the same level of functionality as current ArcGIS random raster creation tools. In total, the PR adds the following algorithms (normal and uniform raster layer creation algs are refactored to be in line the new naming scheme):
Create random raster layer (binomial distribution)
Create random raster layer (exponential distribution)
Create random raster layer (gamma distribution)
Create random raster layer (negative binomial distribution)
Create random raster layer (normal distribution)
Create random raster layer (poisson distribution)
Create random raster layer (uniform distribution)
This commit adds a new avoid intersection mode setting when
digitizing new features. The three available modes are:
- allow intersections/overlaps
- avoid intersections/overlaps on active layer
- avoid intersectonss/overlaps on layers list
The third mode is what QGIS has had for a while, except
its UI/UX is a bit messy. The layers list is setup by
the user via the advanced snapping configuration widgets,
but isn't connected at all with whether snapping is
enabled / disabled.
This new approach makes it explicit to user whether
newly-added features might be clipped or not, and
if so by which layer(s).
Finally, the new 'avoid intersections/overlaps on
active layer' is likely a far more useful behavior
than having a list of layers (for e.g., you might
be digitizing on a layer that can't have overlap
with itself but is fine to overlap with another
layer, the latter also in need of avoid overlap
_with itself_).
The Random points on lines algorithm supplements the existing "Random points along line" algorithm, and will prove to be more useful to the majority of users than the "original".
Features:
The points are distributed randomly over the lines based on "along the line" distance, meaning that the distribution of the points will be flat over the length of the line (each place on the feature has the same probability of being "hit").
The Random points along line, on the other hand, uses a line segment based approach, meaning that the density will depend on the segment length (short segments will have a higher point density than longer ones).