Title: | Create Maps and Visualize Data in 2D and 3D |
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Description: | Uses a combination of raytracing and multiple hill shading methods to produce 2D and 3D data visualizations and maps. Includes water detection and layering functions, programmable color palette generation, several built-in textures for hill shading, 2D and 3D plotting options, a built-in path tracer, 'Wavefront' OBJ file export, and the ability to save 3D visualizations to a 3D printable format. |
Authors: | Tyler Morgan-Wall [aut, cph, cre] |
Maintainer: | Tyler Morgan-Wall <[email protected]> |
License: | GPL-3 |
Version: | 0.38.1 |
Built: | 2024-11-02 05:17:33 UTC |
Source: | https://github.com/tylermorganwall/rayshader |
Overlays an image (with a transparency layer) on the current map.
add_overlay( hillshade = NULL, overlay = NULL, alphalayer = 1, alphacolor = NULL, alphamethod = "max", rescale_original = FALSE )
add_overlay( hillshade = NULL, overlay = NULL, alphalayer = 1, alphacolor = NULL, alphamethod = "max", rescale_original = FALSE )
hillshade |
A three-dimensional RGB array or 2D matrix of shadow intensities. |
overlay |
A three or four dimensional RGB array, where the 4th dimension represents the alpha (transparency) channel. If the array is 3D, 'alphacolor' should also be passed to indicate transparent regions. |
alphalayer |
Default '1'. Defines minimum tranparaency of layer. If transparency already exists in 'overlay', the way 'add_overlay' combines the two is determined in argument 'alphamethod'. |
alphacolor |
Default 'NULL'. If 'overlay' is a 3-layer array, this argument tells which color is interpretted as completely transparent. |
alphamethod |
Default 'max'. Method for dealing with pre-existing transparency with 'layeralpha'. If 'max', converts all alpha levels higher than 'layeralpha' to the value set in 'layeralpha'. Otherwise, this just sets all transparency to 'layeralpha'. |
rescale_original |
Default 'FALSE'. If 'TRUE', 'hillshade' will be scaled to match the dimensions of 'overlay' (instead of the other way around). |
Hillshade with overlay.
#Combining base R plotting with rayshader's spherical color mapping and raytracing: if(run_documentation()) { montereybay %>% sphere_shade() %>% add_overlay(height_shade(montereybay),alphalayer = 0.6) %>% add_shadow(ray_shade(montereybay,zscale=50)) %>% plot_map() } if(run_documentation()) { #Add contours with `generate_contour_overlay()` montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50)) %>% plot_map() }
#Combining base R plotting with rayshader's spherical color mapping and raytracing: if(run_documentation()) { montereybay %>% sphere_shade() %>% add_overlay(height_shade(montereybay),alphalayer = 0.6) %>% add_shadow(ray_shade(montereybay,zscale=50)) %>% plot_map() } if(run_documentation()) { #Add contours with `generate_contour_overlay()` montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50)) %>% plot_map() }
Multiplies a texture array or shadow map by a shadow map.
add_shadow(hillshade, shadowmap, max_darken = 0.7, rescale_original = FALSE)
add_shadow(hillshade, shadowmap, max_darken = 0.7, rescale_original = FALSE)
hillshade |
A three-dimensional RGB array or 2D matrix of shadow intensities. |
shadowmap |
A matrix that incidates the intensity of the shadow at that point. 0 is full darkness, 1 is full light. |
max_darken |
Default '0.7'. The lower limit for how much the image will be darkened. 0 is completely black, 1 means the shadow map will have no effect. |
rescale_original |
Default 'FALSE'. If 'TRUE', 'hillshade' will be scaled to match the dimensions of 'shadowmap' (instead of the other way around). |
Shaded texture map.
#First we plot the sphere_shade() hillshade of `montereybay` with no shadows if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% plot_map() } #Raytrace the `montereybay` elevation map and add that shadow to the output of sphere_shade() if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.3) %>% plot_map() } #Increase the intensity of the shadow map with the max_darken argument. if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.1) %>% plot_map() } #Decrease the intensity of the shadow map. if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.7) %>% plot_map() }
#First we plot the sphere_shade() hillshade of `montereybay` with no shadows if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% plot_map() } #Raytrace the `montereybay` elevation map and add that shadow to the output of sphere_shade() if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.3) %>% plot_map() } #Increase the intensity of the shadow map with the max_darken argument. if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.1) %>% plot_map() } #Decrease the intensity of the shadow map. if(run_documentation()) { montereybay %>% sphere_shade(colorintensity=0.5) %>% add_shadow(ray_shade(montereybay,sunaltitude=20,zscale=50),max_darken=0.7) %>% plot_map() }
Adds a layer of water to a map.
add_water(hillshade, watermap, color = "imhof1")
add_water(hillshade, watermap, color = "imhof1")
hillshade |
A three-dimensional RGB array. |
watermap |
Matrix indicating whether water was detected at that point. 1 indicates water, 0 indicates no water. |
color |
Default 'imhof1'. The water fill color. A hexcode or recognized color string. Also includes built-in colors to match the palettes included in sphere_shade: ('imhof1','imhof2','imhof3','imhof4', 'desert', 'bw', and 'unicorn'). |
#Here we even out a portion of the volcano dataset to simulate water: island_volcano = volcano island_volcano[island_volcano < mean(island_volcano)] = mean(island_volcano) #Setting a minimum area avoids classifying small flat areas as water: if(run_documentation()) { island_volcano %>% sphere_shade(texture="imhof3") %>% add_water(detect_water(island_volcano, min_area = 400),color="imhof3") %>% plot_map() } #We'll do the same thing with the Monterey Bay dataset to fill in the ocean: montbay_water = montereybay montbay_water[montbay_water < 0] = 0 if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof4") %>% add_water(detect_water(montbay_water),color="imhof4") %>% plot_map() }
#Here we even out a portion of the volcano dataset to simulate water: island_volcano = volcano island_volcano[island_volcano < mean(island_volcano)] = mean(island_volcano) #Setting a minimum area avoids classifying small flat areas as water: if(run_documentation()) { island_volcano %>% sphere_shade(texture="imhof3") %>% add_water(detect_water(island_volcano, min_area = 400),color="imhof3") %>% plot_map() } #We'll do the same thing with the Monterey Bay dataset to fill in the ocean: montbay_water = montereybay montbay_water[montbay_water < 0] = 0 if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof4") %>% add_water(detect_water(montbay_water),color="imhof4") %>% plot_map() }
Calculates Ambient Occlusion Shadow Map
ambient_shade( heightmap, anglebreaks = 90 * cospi(seq(5, 85, by = 5)/180), sunbreaks = 24, maxsearch = 30, multicore = FALSE, zscale = 1, cache_mask = NULL, shadow_cache = NULL, progbar = interactive(), ... )
ambient_shade( heightmap, anglebreaks = 90 * cospi(seq(5, 85, by = 5)/180), sunbreaks = 24, maxsearch = 30, multicore = FALSE, zscale = 1, cache_mask = NULL, shadow_cache = NULL, progbar = interactive(), ... )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
anglebreaks |
Default '90*cospi(seq(5, 85,by =5)/180)'. The angle(s), in degrees, as measured from the horizon from which the light originates. |
sunbreaks |
Default '24'. Number of rays to be sent out in a circle, evenly spaced, around the point being tested. |
maxsearch |
Default '30'. The maximum horizontal distance that the system should propogate rays to check for surface intersections. |
multicore |
Default FALSE. If TRUE, multiple cores will be used to compute the shadow matrix. By default, this uses all cores available, unless the user has set 'options("cores")' in which the multicore option will only use that many cores. |
zscale |
Default 1. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. |
cache_mask |
Default 'NULL'. A matrix of 1 and 0s, indicating which points on which the raytracer will operate. |
shadow_cache |
Default 'NULL'. The shadow matrix to be updated at the points defined by the argument 'cache_mask'. |
progbar |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', turns off progress bar. |
... |
Additional arguments to pass to the 'makeCluster' function when 'multicore=TRUE'. |
Shaded texture map.
#Here we produce a ambient occlusion map of the `montereybay` elevation map. if(run_documentation()) { plot_map(ambient_shade(heightmap = montereybay)) } #We can increase the distance to look for surface intersections `maxsearch` #and the density of rays sent out around the point `sunbreaks`. if(run_documentation()) { plot_map(ambient_shade(montereybay, sunbreaks = 24,maxsearch = 100, multicore=TRUE)) } #Create the Red Relief Image Map (RRIM) technique using a custom texture and ambient_shade(), #with an addition lambertian layer added with lamb_shade() to improve topographic clarity. if(run_documentation()) { bigmb = resize_matrix(montereybay, scale=2, method="cubic") bigmb %>% sphere_shade(zscale=3, texture = create_texture("red","red","red","red","white")) %>% add_shadow(ambient_shade(bigmb, maxsearch = 100, multicore = TRUE,zscale=1),0) %>% add_shadow(lamb_shade(bigmb),0.5) %>% plot_map() }
#Here we produce a ambient occlusion map of the `montereybay` elevation map. if(run_documentation()) { plot_map(ambient_shade(heightmap = montereybay)) } #We can increase the distance to look for surface intersections `maxsearch` #and the density of rays sent out around the point `sunbreaks`. if(run_documentation()) { plot_map(ambient_shade(montereybay, sunbreaks = 24,maxsearch = 100, multicore=TRUE)) } #Create the Red Relief Image Map (RRIM) technique using a custom texture and ambient_shade(), #with an addition lambertian layer added with lamb_shade() to improve topographic clarity. if(run_documentation()) { bigmb = resize_matrix(montereybay, scale=2, method="cubic") bigmb %>% sphere_shade(zscale=3, texture = create_texture("red","red","red","red","white")) %>% add_shadow(ambient_shade(bigmb, maxsearch = 100, multicore = TRUE,zscale=1),0) %>% add_shadow(lamb_shade(bigmb),0.5) %>% plot_map() }
Calculates the normal unit vector for every point on the grid.
calculate_normal(heightmap, zscale = 1, progbar = FALSE)
calculate_normal(heightmap, zscale = 1, progbar = FALSE)
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
zscale |
Default 1. |
progbar |
Default 'FALSE'. If 'TRUE', turns on progress bar. |
Matrix of light intensities at each point.
#Here we produce a light intensity map of the `volcano` elevation map. #Cache the normal vectors of the volcano dataset if(run_documentation()) { volcanocache = calculate_normal(volcano) } #Use the cached vectors to speed up calculation of `sphere_shade()` on a map. if(run_documentation()) { sphere_shade(volcano,normalvectors = volcanocache) %>% plot_map() }
#Here we produce a light intensity map of the `volcano` elevation map. #Cache the normal vectors of the volcano dataset if(run_documentation()) { volcanocache = calculate_normal(volcano) } #Use the cached vectors to speed up calculation of `sphere_shade()` on a map. if(run_documentation()) { sphere_shade(volcano,normalvectors = volcanocache) %>% plot_map() }
Render shadows from the 3D floating cloud layer on the ground. Use this function to add shadows to the map with the 'add_shadow()' function.
For realistic results, argument should match those passed to 'render_clouds()'. The exception to this is 'attenuation_coef', which can be used to adjust the darkness of the resulting shadows.
cloud_shade( heightmap, start_altitude = 1000, end_altitude = 2000, sun_altitude = 90, sun_angle = 315, time = 0, cloud_cover = 0.5, layers = 10, offset_x = 0, offset_y = 0, scale_x = 1, scale_y = 1, scale_z = 1, frequency = 0.005, fractal_levels = 16, attenuation_coef = 1, seed = 1, zscale = 1 )
cloud_shade( heightmap, start_altitude = 1000, end_altitude = 2000, sun_altitude = 90, sun_angle = 315, time = 0, cloud_cover = 0.5, layers = 10, offset_x = 0, offset_y = 0, scale_x = 1, scale_y = 1, scale_z = 1, frequency = 0.005, fractal_levels = 16, attenuation_coef = 1, seed = 1, zscale = 1 )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. This is used by 'render_clouds()' to calculate the regions the clouds should be rendered in. |
start_altitude |
Default '1000'. The bottom of the cloud layer. |
end_altitude |
Default '2000'. The top of the cloud layer. |
sun_altitude |
Default '10'. The angle, in degrees (as measured from the horizon) from which the light originates. |
sun_angle |
Default '315' (NW). The angle, in degrees, around the matrix from which the light originates. Zero degrees is North, increasing clockwise |
time |
Default '0'. Advance this to make the clouds evolve and change in shape. |
cloud_cover |
Default '0.5'. The percentage of cloud cover. |
layers |
Default '90'. The number of layers to render the cloud layer. |
offset_x |
Default '0'. Change this to move the cloud layer sideways. |
offset_y |
Default '0'. Change this to move the cloud layer backwards and forward |
scale_x |
Default '1'. Scale the fractal pattern in the x direction. |
scale_y |
Default '1'. Scale the fractal pattern in the y direction. |
scale_z |
Default '1'. Scale the fractal pattern in the z (altitude) direction. (automatically calculated). Scale the fractal pattern in the z (vertical) direction. s. |
frequency |
Default '0.005'. The base frequency of the noise used to calculate the fractal cloud structure. |
fractal_levels |
Default '16'. The fractal dimension used to calculate the noise. Higher values give more fine structure, but take longer to calculate. |
attenuation_coef |
Default '1'. Amount of attenuation in the cloud (higher numbers give darker shadows). This value is automatically scaled to account for increasing the number of layers. |
seed |
Default '1'. Random seed used to generate clouds. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
A 2D shadow matrix.
if(run_documentation()) { #Render clouds with cloud shadows on the ground montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50), 0.0) %>% plot_3d(montereybay,background="darkred",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50) render_snapshot() } if(run_documentation()) { #Adjust the light direction for shadows and increase the attenuation for darker clouds montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50, sun_altitude=20, attenuation_coef = 3), 0.0) %>% plot_3d(montereybay,background="darkred",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50) render_snapshot() }
if(run_documentation()) { #Render clouds with cloud shadows on the ground montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50), 0.0) %>% plot_3d(montereybay,background="darkred",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50) render_snapshot() } if(run_documentation()) { #Adjust the light direction for shadows and increase the attenuation for darker clouds montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50, sun_altitude=20, attenuation_coef = 3), 0.0) %>% plot_3d(montereybay,background="darkred",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50) render_snapshot() }
Generates a constant color layer.
constant_shade(heightmap, color = "white", alpha = 1)
constant_shade(heightmap, color = "white", alpha = 1)
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. |
color |
Default '"white"'. Color for the constant layer. |
alpha |
Default '1', the alpha transparency. |
RGB array of a single color layer.
if(run_documentation()) { #Shade a red map montereybay %>% constant_shade("red") %>% add_shadow(lamb_shade(montereybay),0) |> plot_map() } if(run_documentation()) { #Shade a green map montereybay %>% constant_shade("green") %>% add_shadow(lamb_shade(montereybay),0) |> plot_map() } if(run_documentation()) { #Add a blue tint montereybay %>% height_shade() |> add_overlay(constant_shade(montereybay, "dodgerblue", alpha=0.25)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0) |> plot_map() } if(run_documentation()) { #Use a blank map on which to draw other data montereybay %>% constant_shade() %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=5, color="black", attr(montereybay,"extent"), width = 1080, height = 1080), alphalayer=0.8) %>% add_water(detect_water(montereybay < 0), "dodgerblue") %>% plot_map() }
if(run_documentation()) { #Shade a red map montereybay %>% constant_shade("red") %>% add_shadow(lamb_shade(montereybay),0) |> plot_map() } if(run_documentation()) { #Shade a green map montereybay %>% constant_shade("green") %>% add_shadow(lamb_shade(montereybay),0) |> plot_map() } if(run_documentation()) { #Add a blue tint montereybay %>% height_shade() |> add_overlay(constant_shade(montereybay, "dodgerblue", alpha=0.25)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0) |> plot_map() } if(run_documentation()) { #Use a blank map on which to draw other data montereybay %>% constant_shade() %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=5, color="black", attr(montereybay,"extent"), width = 1080, height = 1080), alphalayer=0.8) %>% add_water(detect_water(montereybay < 0), "dodgerblue") %>% plot_map() }
Transforms latitude/longitude/altitude coordinates to the reference system used in 'render_highquality()', so they can be used to create high quality pathtraced animations by passing the output to the 'animation_camera_coords' argument in 'render_highquality()'.
This function converts the path values to rayshader coordinates (by setting 'return_coords = TRUE' in 'render_path()') and then subtracts out the rgl y-offset, which can be obtained by calling the internal function 'rayshader:::get_scene_depth()'.
convert_path_to_animation_coords( lat, long = NULL, altitude = NULL, extent = NULL, frames = 360, reorder = FALSE, reorder_first_index = 1, reorder_duplicate_tolerance = 0.1, reorder_merge_tolerance = 1, simplify_tolerance = 0, zscale = 1, heightmap = NULL, offset = 5, type = "bezier", offset_lookat = 1, constant_step = TRUE, curvature_adjust = "none", curvature_scale = 30, follow_camera = FALSE, follow_distance = 100, follow_angle = 45, follow_rotations = 0, follow_fixed = FALSE, follow_fixed_offset = c(10, 10, 10), damp_motion = FALSE, damp_magnitude = 0.1, resample_path_evenly = TRUE, ... )
convert_path_to_animation_coords( lat, long = NULL, altitude = NULL, extent = NULL, frames = 360, reorder = FALSE, reorder_first_index = 1, reorder_duplicate_tolerance = 0.1, reorder_merge_tolerance = 1, simplify_tolerance = 0, zscale = 1, heightmap = NULL, offset = 5, type = "bezier", offset_lookat = 1, constant_step = TRUE, curvature_adjust = "none", curvature_scale = 30, follow_camera = FALSE, follow_distance = 100, follow_angle = 45, follow_rotations = 0, follow_fixed = FALSE, follow_fixed_offset = c(10, 10, 10), damp_motion = FALSE, damp_magnitude = 0.1, resample_path_evenly = TRUE, ... )
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). |
long |
Vector of longitudes (or other coordinate in the same coordinate reference system as extent). |
altitude |
Elevation of each point, in units of the elevation matrix (scaled by zscale). If left 'NULL', this will be just the elevation value at ths surface, offset by 'offset'. If a single value, all data will be rendered at that altitude. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
frames |
Default '360'. Total number of animation frames. |
reorder |
Default 'TRUE'. If 'TRUE', this will attempt to re-order the rows within an 'sf' object with multiple paths to be one continuous, end-to-end path. This happens in two steps: merging duplicate paths that have end points that match with another object (within 'reorder_duplicate_tolerance' distance), and then merges them (within 'reorder_merge_tolerance' distance) to form a continuous path. |
reorder_first_index |
Default '1'. The index (row) of the 'sf' object in which to begin the reordering process. This merges and reorders paths within 'reorder_merge_tolerance' distance until it cannot merge any more, and then repeats the process in the opposite direction. |
reorder_duplicate_tolerance |
Default '0.1'. Lines that have start and end points (does not matter which) within this tolerance that match a line already processed (order determined by 'reorder_first_index') will be discarded. |
reorder_merge_tolerance |
Default '1'. Lines that have start points that are within this distance to a previously processed line's end point (order determined by 'reorder_first_index') will be reordered within the 'sf' object to form a continuous, end-to-end path. |
simplify_tolerance |
Default '0' (no simplification). If greater than zero, simplifies the path to the tolerance specified. This happens after the data has been merged if 'reorder = TRUE'. If the input data is specified with long-lat coordinates and 'sf_use_s2()' returns 'TRUE', then the value of simplify_tolerance must be specified in meters. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
type |
Default 'cubic'. Type of transition between keyframes. Other options are 'linear', 'quad', 'bezier', 'exp', and 'manual'. 'manual' just returns the values passed in, properly formatted to be passed to 'render_animation()'. |
offset_lookat |
Default '0'. Amount to offset the lookat position, either along the path (if 'constant_step = TRUE') or towards the derivative of the Bezier curve. |
constant_step |
Default 'TRUE'. This will make the camera travel at a constant speed. |
curvature_adjust |
Default 'none'. Other options are 'position', 'lookat', and 'both'. Whether to slow down the camera at areas of high curvature to prevent fast swings. Only used for curve 'type = bezier'. This does not preserve key frame positions. Note: This feature will likely result in the 'lookat' and 'position' diverging if they do not have similar curvatures at each point. This feature is best used when passing the same set of points to 'positions' and 'lookats' and providing an 'offset_lookat' value, which ensures the curvature will be the same. |
curvature_scale |
Default '30'. Constant dividing factor for curvature. Higher values will subdivide the path more, potentially finding a smoother path, but increasing the calculation time. Only used for curve 'type = bezier'. Increasing this value after a certain point will not increase the quality of the path, but it is scene-dependent. |
follow_camera |
Default 'FALSE'. If 'TRUE', this generates a 3rd person view that follows the path specified in 'lat', 'long', and 'altitude'. The distance to the camera is specified by 'follow_distance', and the angle (off the ground) is specified by 'follow_angle'. Make the camera rotate around the point as it moves by setting 'follow_rotations' to a non-zero number. The camera points in the direction of the You can also set the camera to be a fixed distance and angle above the by settings 'follow_fixed = TRUE' and specifying the distance in 'follow_fixed_offset'. |
follow_distance |
Default '100'. Distance for the camera to follow the point when 'follow_camera = TRUE'. |
follow_angle |
Default '45'. Angle (off the ground) of the camera when 'follow_camera = TRUE'. |
follow_rotations |
Default '0'. Number of rotations around the point when 'follow_camera = TRUE'. |
follow_fixed |
Default ‘FALSE'. If 'TRUE', the camera doesn’t look in the direction of the path, but rather sits at a fixed relative location to the path. |
follow_fixed_offset |
Default 'c(10,10,10)'. If 'follow_fixed = TRUE', the offset from the path to place the camera. |
damp_motion |
Default 'FALSE'. Whether the suppress quick, jerky movements of the camera by linearly interpolating between the current camera position and the goal position. Amount of linear interpolation set in 'damp_magnitude'. |
damp_magnitude |
Default '0.1'. Amount of linear interpolation if 'damp_motion = TRUE'. |
resample_path_evenly |
Default 'TRUE'. This re-samples points along the path so that the camera moves at a constant speed along the path. This also allows paths with large numbers of points to be used with a smaller number of frames, and improves computation time of the animation path in those instances. |
... |
Other arguments to pass to 'rayrender::generate_camera_motion()' |
#Generate a circle in Monterey Bay and fly around on top of it if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.40, fov=55) moss_landing_coord = c(36.806807, -121.793332) t = seq(0,2*pi,length.out=1000) circle_coords_lat = moss_landing_coord[1] + 0.25 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.25 * cos(t) render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", antialias=TRUE, offset=100, linewidth=2) render_snapshot() camera_path = convert_path_to_animation_coords(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), fovs = 80, zscale=50, offset=250, frames = 25) #Render a series of frames, following the path specified above temp_dir = tempdir() render_highquality(samples=16, animation_camera_coords = camera_path, width=200,height=200, filename = sprintf("%s/frame",temp_dir), use_extruded_paths = TRUE, sample_method="sobol_blue") #Plot all these frames image_list = list() for(i in 1:25) { image_list[[i]] = png::readPNG(sprintf("%s/frame%d.png",temp_dir,i)) } rayimage::plot_image_grid(image_list, dim = c(5,5)) } if(run_documentation()) { #Now render a third-person view by setting `follow_camera = TRUE` camera_path = convert_path_to_animation_coords(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), fovs = 80, follow_camera = TRUE, zscale=50, offset=250, frames = 25) #Render a series of frames, following the path specified above temp_dir = tempdir() render_highquality(samples=16, animation_camera_coords = camera_path, width=200,height=200, filename = sprintf("%s/frame",temp_dir), use_extruded_paths = TRUE, sample_method="sobol_blue") #Plot all these frames image_list = list() for(i in 1:25) { image_list[[i]] = png::readPNG(sprintf("%s/frame%d.png",temp_dir,i)) } rayimage::plot_image_grid(image_list, dim = c(5,5)) }
#Generate a circle in Monterey Bay and fly around on top of it if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.40, fov=55) moss_landing_coord = c(36.806807, -121.793332) t = seq(0,2*pi,length.out=1000) circle_coords_lat = moss_landing_coord[1] + 0.25 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.25 * cos(t) render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", antialias=TRUE, offset=100, linewidth=2) render_snapshot() camera_path = convert_path_to_animation_coords(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), fovs = 80, zscale=50, offset=250, frames = 25) #Render a series of frames, following the path specified above temp_dir = tempdir() render_highquality(samples=16, animation_camera_coords = camera_path, width=200,height=200, filename = sprintf("%s/frame",temp_dir), use_extruded_paths = TRUE, sample_method="sobol_blue") #Plot all these frames image_list = list() for(i in 1:25) { image_list[[i]] = png::readPNG(sprintf("%s/frame%d.png",temp_dir,i)) } rayimage::plot_image_grid(image_list, dim = c(5,5)) } if(run_documentation()) { #Now render a third-person view by setting `follow_camera = TRUE` camera_path = convert_path_to_animation_coords(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), fovs = 80, follow_camera = TRUE, zscale=50, offset=250, frames = 25) #Render a series of frames, following the path specified above temp_dir = tempdir() render_highquality(samples=16, animation_camera_coords = camera_path, width=200,height=200, filename = sprintf("%s/frame",temp_dir), use_extruded_paths = TRUE, sample_method="sobol_blue") #Plot all these frames image_list = list() for(i in 1:25) { image_list[[i]] = png::readPNG(sprintf("%s/frame%d.png",temp_dir,i)) } rayimage::plot_image_grid(image_list, dim = c(5,5)) }
Converts the current RGL rayshader scene to a 'ray_mesh' object (see 'rayvertex' package for more information)
convert_rgl_to_raymesh(save_shadow = TRUE)
convert_rgl_to_raymesh(save_shadow = TRUE)
save_shadow |
Default 'FALSE'. If 'TRUE', this saves a plane with the shadow texture below the model. |
A 'ray_mesh' object
filename_obj = tempfile(fileext = ".obj") #Save model of volcano if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano, zscale = 2) rm_obj = convert_rgl_to_raymesh() }
filename_obj = tempfile(fileext = ".obj") #Save model of volcano if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano, zscale = 2) rm_obj = convert_rgl_to_raymesh() }
Creates a texture map based on 5 user-supplied colors.
create_texture( lightcolor, shadowcolor, leftcolor, rightcolor, centercolor, cornercolors = NULL )
create_texture( lightcolor, shadowcolor, leftcolor, rightcolor, centercolor, cornercolors = NULL )
lightcolor |
The main highlight color. Corresponds to the top center of the texture map. |
shadowcolor |
The main shadow color. Corresponds to the bottom center of the texture map. This color represents slopes directed directly opposite to the main highlight color. |
leftcolor |
The left fill color. Corresponds to the left center of the texture map. This color represents slopes directed 90 degrees to the left of the main highlight color. |
rightcolor |
The right fill color. Corresponds to the right center of the texture map. This color represents slopes directed 90 degrees to the right of the main highlight color. |
centercolor |
The center color. Corresponds to the center of the texture map. This color represents flat areas. |
cornercolors |
Default ‘NULL'. The colors at the corners, in this order: NW, NE, SW, SE. If this vector isn’t present (or all corners are specified), the mid-points will just be interpolated from the main colors. |
#Here is the `imhof1` palette: create_texture("#fff673","#55967a","#8fb28a","#55967a","#cfe0a9") %>% plot_map() #Here is the `unicorn` palette: create_texture("red","green","blue","yellow","white") %>% plot_map()
#Here is the `imhof1` palette: create_texture("#fff673","#55967a","#8fb28a","#55967a","#cfe0a9") %>% plot_map() #Here is the `unicorn` palette: create_texture("red","green","blue","yellow","white") %>% plot_map()
Detects bodies of water (of a user-defined minimum size) within an elevation matrix.
detect_water( heightmap, zscale = 1, cutoff = 0.999, min_area = length(heightmap)/400, max_height = NULL, normalvectors = NULL, keep_groups = FALSE, progbar = FALSE )
detect_water( heightmap, zscale = 1, cutoff = 0.999, min_area = length(heightmap)/400, max_height = NULL, normalvectors = NULL, keep_groups = FALSE, progbar = FALSE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All grid points are assumed to be evenly spaced. Alternatively, if heightmap is a logical matrix, each entry specifies whether that point is water or not. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
cutoff |
Default '0.999'. The lower limit of the z-component of the unit normal vector to be classified as water. |
min_area |
Default length(heightmap)/400. Minimum area (in units of the height matrix x and y spacing) to be considered a body of water. |
max_height |
Default 'NULL'. If passed, this number will specify the maximum height a point can be considered to be water. |
normalvectors |
Default 'NULL'. Pre-computed array of normal vectors from the 'calculate_normal' function. Supplying this will speed up water detection. |
keep_groups |
Default 'FALSE'. If 'TRUE', the matrix returned will retain the numbered grouping information. |
progbar |
Default 'FALSE'. If 'TRUE', turns on progress bar. |
Matrix indicating whether water was detected at that point. 1 indicates water, 0 indicates no water.
library(magrittr) #Here we even out a portion of the volcano dataset to simulate water: island_volcano = volcano island_volcano[island_volcano < mean(island_volcano)] = mean(island_volcano) #Setting a minimum area avoids classifying small flat areas as water: island_volcano %>% sphere_shade(texture="imhof3") %>% add_water(detect_water(island_volcano, min_area = 400),color="imhof3") %>% plot_map()
library(magrittr) #Here we even out a portion of the volcano dataset to simulate water: island_volcano = volcano island_volcano[island_volcano < mean(island_volcano)] = mean(island_volcano) #Setting a minimum area avoids classifying small flat areas as water: island_volcano %>% sphere_shade(texture="imhof3") %>% add_water(detect_water(island_volcano, min_area = 400),color="imhof3") %>% plot_map()
3D obj model of a flag (sans pole), to be used with 'render_obj()'. Use 'flag_full_obj()' to get the complete pole, and 'flag_banner_obj()' and 'flag_pole_obj()' to style them separately.
flag_banner_obj()
flag_banner_obj()
File location of the included flag OBJ file (saved with a .txt extension)
#Print the location of the flag file flag_banner_obj()
#Print the location of the flag file flag_banner_obj()
3D obj model of a flag, to be used with 'render_obj()'. Use 'flag_full_obj()' to get the complete pole, and 'flag_banner_obj()' and 'flag_pole_obj()' to style them separately.
flag_full_obj()
flag_full_obj()
File location of the included flag OBJ file (saved with a .txt extension)
#Print the location of the flag file flag_full_obj()
#Print the location of the flag file flag_full_obj()
3D obj model of a flag pole, to be used with 'render_obj()'. Use 'full_flag_obj()' to get the complete pole, and 'flag_banner_obj()' and 'flag_pole_obj()' to style them separately.
flag_pole_obj()
flag_pole_obj()
File location of the included flag OBJ file (saved with a .txt extension)
#Print the location of the flag file flag_pole_obj()
#Print the location of the flag file flag_pole_obj()
Using a hillshade and the height map, generates a semi-transparent hillshade to layer onto an existing map.
generate_altitude_overlay( hillshade, heightmap, start_transition, end_transition = NULL, lower = TRUE )
generate_altitude_overlay( hillshade, heightmap, start_transition, end_transition = NULL, lower = TRUE )
hillshade |
The hillshade to transition into. |
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All grid points are assumed to be evenly spaced. |
start_transition |
Elevation above which 'hillshade' is completely transparent. |
end_transition |
Default 'NULL'. Elevation below which 'hillshade' is completely opaque. By default, this is equal to 'start_transition'. |
lower |
Default 'TRUE'. This makes 'hillshade' completely opaque below 'start_transition'. If 'FALSE', the direction will be reversed. |
4-layer RGB array representing the semi-transparent hillshade.
#Create a bathymetric hillshade if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) plot_map(bathy_hs) } if(run_documentation()) { #Set everything below 0m to water palette montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Add snow peaks by setting `lower = FALSE` snow_palette = "white" snow_hs = height_shade(montereybay, texture = snow_palette) if(run_documentation()) { #Set the snow transition region from 500m to 1200m montereybay %>% sphere_shade(zscale=10, texture = "desert") %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_altitude_overlay(snow_hs, montereybay, 500, 1200, lower=FALSE)) %>% add_shadow(ambient_shade(montereybay,zscale=50,maxsearch=100),0) %>% plot_map() }
#Create a bathymetric hillshade if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) plot_map(bathy_hs) } if(run_documentation()) { #Set everything below 0m to water palette montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Add snow peaks by setting `lower = FALSE` snow_palette = "white" snow_hs = height_shade(montereybay, texture = snow_palette) if(run_documentation()) { #Set the snow transition region from 500m to 1200m montereybay %>% sphere_shade(zscale=10, texture = "desert") %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_altitude_overlay(snow_hs, montereybay, 500, 1200, lower=FALSE)) %>% add_shadow(ambient_shade(montereybay,zscale=50,maxsearch=100),0) %>% plot_map() }
This adds the compass
Based on code from "Auxiliary Cartographic Functions in R: North Arrow, Scale Bar, and Label with a Leader Arrow"
generate_compass_overlay( x = 0.85, y = 0.15, size = 0.075, text_size = 1, bearing = 0, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color1 = "white", color2 = "black", text_color = "black", border_color = "black", border_width = 1, halo_color = NA, halo_expand = 1, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1 )
generate_compass_overlay( x = 0.85, y = 0.15, size = 0.075, text_size = 1, bearing = 0, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color1 = "white", color2 = "black", text_color = "black", border_color = "black", border_width = 1, halo_color = NA, halo_expand = 1, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1 )
x |
Default 'NULL'. The horizontal percentage across the map (measured from the bottom-left corner) where the compass is located. |
y |
Default 'NULL'. The vertical percentage across the map (measured from the bottom-left corner) where the compass is located. |
size |
Default '0.05'. Size of the compass, in percentage of the map size.. |
text_size |
Default '1'. Text size. |
bearing |
Default '0'. Angle (in degrees) of north. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting RGB image array automatically. |
width |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
color1 |
Default 'white'. Primary color of the compass. |
color2 |
Default 'black'. Secondary color of the symcompass. |
text_color |
Default 'black'. Text color. |
border_color |
Default 'black'. Border color of the scale bar. |
border_width |
Default '1'. Width of the scale bar border. |
halo_color |
Default 'NA', no halo. If a color is specified, the compass will be surrounded by a halo of this color. |
halo_expand |
Default '1'. Number of pixels to expand the halo. |
halo_alpha |
Default '1'. Transparency of the halo. |
halo_offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the halo, in percentage of the image. |
halo_blur |
Default ‘1'. Amount of blur to apply to the halo. Values greater than '30' won’t result in further blurring. |
Semi-transparent overlay with a compass.
if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Generate flat water heightmap mbay = montereybay mbay[mbay < 0] = 0 base_map = mbay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) #Plot a compass base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay)) %>% plot_map() } if(run_documentation()) { #Change the position to be over the water base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15)) %>% plot_map() } if(run_documentation()) { #Change the text color for visibility base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, text_color="white")) %>% plot_map() } if(run_documentation()) { #Alternatively, add a halo color to improve contrast base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1)) %>% plot_map() } if(run_documentation()) { #Alternatively, add a halo color to improve contrast base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1)) %>% plot_map() } if(run_documentation()) { #Change the color scheme base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, color1 = "purple", color2 = "red")) %>% plot_map() } if(run_documentation()) { #Remove the inner border base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, border_color=NA, halo_color="white", halo_expand = 1, color1 = "darkolivegreen4", color2 = "burlywood3")) %>% plot_map() } if(run_documentation()) { #Change the size of the compass and text base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.75, y=0.75, halo_color="white", halo_expand = 1, size=0.075*2, text_size = 1.25)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.45, y=0.45, halo_color="white", halo_expand = 1, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, size=0.075/2, text_size = 0.75)) %>% plot_map() } if(run_documentation()) { #Change the bearing of the compass base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.85, y=0.85, halo_color="white", halo_expand = 1, bearing=30, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.5, y=0.5, halo_color="white", halo_expand = 1, bearing=15, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, bearing=-45, size=0.075)) %>% plot_map() } if(run_documentation()) { #Create a drop shadow effect base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, text_color="white", halo_alpha=0.5, halo_blur=2, halo_color="black", halo_expand = 1, halo_offset = c(0.003,-0.003))) %>% plot_map() }
if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Generate flat water heightmap mbay = montereybay mbay[mbay < 0] = 0 base_map = mbay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) #Plot a compass base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay)) %>% plot_map() } if(run_documentation()) { #Change the position to be over the water base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15)) %>% plot_map() } if(run_documentation()) { #Change the text color for visibility base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, text_color="white")) %>% plot_map() } if(run_documentation()) { #Alternatively, add a halo color to improve contrast base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1)) %>% plot_map() } if(run_documentation()) { #Alternatively, add a halo color to improve contrast base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1)) %>% plot_map() } if(run_documentation()) { #Change the color scheme base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, color1 = "purple", color2 = "red")) %>% plot_map() } if(run_documentation()) { #Remove the inner border base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, border_color=NA, halo_color="white", halo_expand = 1, color1 = "darkolivegreen4", color2 = "burlywood3")) %>% plot_map() } if(run_documentation()) { #Change the size of the compass and text base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.75, y=0.75, halo_color="white", halo_expand = 1, size=0.075*2, text_size = 1.25)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.45, y=0.45, halo_color="white", halo_expand = 1, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, size=0.075/2, text_size = 0.75)) %>% plot_map() } if(run_documentation()) { #Change the bearing of the compass base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.85, y=0.85, halo_color="white", halo_expand = 1, bearing=30, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.5, y=0.5, halo_color="white", halo_expand = 1, bearing=15, size=0.075)) %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, halo_color="white", halo_expand = 1, bearing=-45, size=0.075)) %>% plot_map() } if(run_documentation()) { #Create a drop shadow effect base_map %>% add_overlay(generate_compass_overlay(heightmap = montereybay, x = 0.15, y=0.15, text_color="white", halo_alpha=0.5, halo_blur=2, halo_color="black", halo_expand = 1, halo_offset = c(0.003,-0.003))) %>% plot_map() }
Calculates and returns an overlay of contour lines for the current height map.
generate_contour_overlay( heightmap, levels = NA, nlevels = NA, zscale = 1, width = NA, height = NA, resolution_multiply = 1, color = "black", linewidth = 1 )
generate_contour_overlay( heightmap, levels = NA, nlevels = NA, zscale = 1, width = NA, height = NA, resolution_multiply = 1, color = "black", linewidth = 1 )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All grid points are assumed to be evenly spaced. |
levels |
Default 'NA'. Automatically generated with 10 levels. This argument specifies the exact height levels of each contour. |
nlevels |
Default 'NA'. Controls the auto-generation of levels. If levels is length-2, this will automatically generate 'nlevels' breaks between 'levels[1]' and 'levels[2]'. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
width |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as heightmap. |
height |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as heightmap. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
color |
Default 'black'. Color. |
linewidth |
Default '1'. Line width. |
Semi-transparent overlay with contours.
#Add contours to the montereybay dataset if(run_documentation()) { montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Add a different contour color for above and below water, and specify levels manually water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) breaks = seq(range(montereybay)[1],range(montereybay)[2],length.out=50) water_breaks = breaks[breaks < 0] land_breaks = breaks[breaks > 0] if(run_documentation()) { montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, levels = water_breaks, color="white")) %>% add_overlay(generate_contour_overlay(montereybay, levels = land_breaks, color="black")) %>% plot_map() } if(run_documentation()) { #Increase the resolution of the contour to improve the appearance of lines montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, levels = water_breaks, color="white", height = nrow(montereybay)*2, width = ncol(montereybay)*2)) %>% add_overlay(generate_contour_overlay(montereybay, levels = land_breaks, color="black", height = nrow(montereybay)*2, width = ncol(montereybay)*2)) %>% plot_map() } if(run_documentation()) { #Increase the number of breaks and the transparency (via add_overlay) montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, linewidth=2, nlevels=100, height = nrow(montereybay)*2, color="black", width = ncol(montereybay)*2), alphalayer=0.5) %>% plot_map() } if(run_documentation()) { #Manually specify the breaks with levels montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay, linewidth=2, levels = seq(-2000,0,100))) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
#Add contours to the montereybay dataset if(run_documentation()) { montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Add a different contour color for above and below water, and specify levels manually water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) breaks = seq(range(montereybay)[1],range(montereybay)[2],length.out=50) water_breaks = breaks[breaks < 0] land_breaks = breaks[breaks > 0] if(run_documentation()) { montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, levels = water_breaks, color="white")) %>% add_overlay(generate_contour_overlay(montereybay, levels = land_breaks, color="black")) %>% plot_map() } if(run_documentation()) { #Increase the resolution of the contour to improve the appearance of lines montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, levels = water_breaks, color="white", height = nrow(montereybay)*2, width = ncol(montereybay)*2)) %>% add_overlay(generate_contour_overlay(montereybay, levels = land_breaks, color="black", height = nrow(montereybay)*2, width = ncol(montereybay)*2)) %>% plot_map() } if(run_documentation()) { #Increase the number of breaks and the transparency (via add_overlay) montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_contour_overlay(montereybay, linewidth=2, nlevels=100, height = nrow(montereybay)*2, color="black", width = ncol(montereybay)*2), alphalayer=0.5) %>% plot_map() } if(run_documentation()) { #Manually specify the breaks with levels montereybay %>% height_shade() %>% add_overlay(generate_contour_overlay(montereybay, linewidth=2, levels = seq(-2000,0,100))) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
This uses the 'car::placeLabel()' function to generate labels for the given scene. Either use an 'sf' object or manually specify the x/y coordinates and label.
generate_label_overlay( labels, extent, x = NULL, y = NULL, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, text_size = 1, color = "black", font = 1, pch = 16, point_size = 1, point_color = NA, offset = c(0, 0), data_label_column = NULL, halo_color = NA, halo_expand = 0, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1, seed = NA )
generate_label_overlay( labels, extent, x = NULL, y = NULL, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, text_size = 1, color = "black", font = 1, pch = 16, point_size = 1, point_color = NA, offset = c(0, 0), data_label_column = NULL, halo_color = NA, halo_expand = 0, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1, seed = NA )
labels |
A character vector of labels, or an 'sf' object with 'POINT' geometry and a column for labels. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
x |
Default 'NULL'. The x-coordinate, if 'labels' is not an 'sf' object. |
y |
Default 'NULL'. The y-coordinate, if 'labels' is not an 'sf' object. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting overlay automatically. |
width |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/text finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
text_size |
Default '1'. Text size. |
color |
Default 'black'. Color of the labels. |
font |
Default '1'. An integer which specifies which font to use for text. If possible, device drivers arrange so that 1 corresponds to plain text (the default), 2 to bold face, 3 to italic and 4 to bold italic. |
pch |
Default '20', solid. Point symbol. '0' = square, '1' = circle, '2' = triangle point up, '3' = plus, '4' = cross, '5' = diamond, '6' = triangle point down, '7' = square cross, '8' = star, '9' = diamond plus, '10' = circle plus, '11' = triangles up and down, '12' = square plus, '13' = circle cross, '14' = square and triangle down, '15' = filled square, '16' = filled circle, '17' = filled triangle point-up, '18' = filled diamond, '19' = solid circle, '20' = bullet (smaller circle), '21' = filled circle blue, '22' = filled square blue, '23' = filled diamond blue, '24' = filled triangle point-up blue, '25' = filled triangle point down blue |
point_size |
Default '0', no points. Point size. |
point_color |
Default 'NA'. Colors of the points. Unless otherwise specified, this defaults to 'color'. |
offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the label, in units of 'geometry'. |
data_label_column |
Default 'NULL'. The column in the 'sf' object that contains the labels. |
halo_color |
Default 'NA', no halo. If a color is specified, the text label will be surrounded by a halo of this color. |
halo_expand |
Default '2'. Number of pixels to expand the halo. |
halo_alpha |
Default '1'. Transparency of the halo. |
halo_offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the halo, in units of 'geometry'. |
halo_blur |
Default ‘1'. Amount of blur to apply to the halo. Values greater than '30' won’t result in further blurring. |
seed |
Default 'NA', no seed. Random seed for ensuring the consistent placement of labels around points. |
Semi-transparent overlay with labels.
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Set label font par(family = "Arial") #We're plotting the polygon data here for counties around Monterey Bay. We'll first #plot the county names at the polygon centroids. bathy_hs %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay)) %>% add_overlay(generate_label_overlay(labels=monterey_counties_sf, color="black", point_size = 1, text_size = 1, data_label_column = "NAME", extent= attr(montereybay,"extent"), heightmap = montereybay, seed=1)) %>% plot_map() } if(run_documentation()) { #It's hard to read these values, so we'll add a white halo. bathy_hs %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay)) %>% add_overlay(generate_label_overlay(labels=monterey_counties_sf, color="black", point_size = 1, text_size = 1, data_label_column = "NAME", extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, seed=1)) %>% plot_map() } if(run_documentation()) { #Plot the actual town locations, using the manual plotting interface instead of the `sf` object montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, seed=1)) %>% plot_map() } if(run_documentation()) { #Adding a softer blurred halo montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, halo_blur=10, seed=1)) %>% plot_map() } if(run_documentation()) { #Changing the seed changes the locations of the labels montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, halo_blur=10, seed=2)) %>% plot_map() }
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Set label font par(family = "Arial") #We're plotting the polygon data here for counties around Monterey Bay. We'll first #plot the county names at the polygon centroids. bathy_hs %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay)) %>% add_overlay(generate_label_overlay(labels=monterey_counties_sf, color="black", point_size = 1, text_size = 1, data_label_column = "NAME", extent= attr(montereybay,"extent"), heightmap = montereybay, seed=1)) %>% plot_map() } if(run_documentation()) { #It's hard to read these values, so we'll add a white halo. bathy_hs %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay)) %>% add_overlay(generate_label_overlay(labels=monterey_counties_sf, color="black", point_size = 1, text_size = 1, data_label_column = "NAME", extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, seed=1)) %>% plot_map() } if(run_documentation()) { #Plot the actual town locations, using the manual plotting interface instead of the `sf` object montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, seed=1)) %>% plot_map() } if(run_documentation()) { #Adding a softer blurred halo montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, halo_blur=10, seed=1)) %>% plot_map() } if(run_documentation()) { #Changing the seed changes the locations of the labels montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_label_overlay(labels=as.character(monterey_counties_sf$NAME), x=as.numeric(as.character(monterey_counties_sf$INTPTLON)), y=as.numeric(as.character(monterey_counties_sf$INTPTLAT)), color="black", point_size = 1, text_size = 1, extent= attr(montereybay,"extent"), heightmap = montereybay, halo_color = "white", halo_expand = 3, halo_blur=10, seed=2)) %>% plot_map() }
Calculates and returns an overlay of lines for the current height map.
generate_line_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color = "black", linewidth = 1, lty = 1, data_column_width = NULL, offset = c(0, 0) )
generate_line_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color = "black", linewidth = 1, lty = 1, data_column_width = NULL, offset = c(0, 0) )
geometry |
An 'sf' object with LINESTRING geometry. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting overlay automatically. |
width |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/text finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
color |
Default 'black'. Color of the lines. |
linewidth |
Default '1'. Line width. |
lty |
Default '1'. Line type. '1' is solid, '2' is dashed, '3' is dotted,'4' is dot-dash, '5' is long dash, and '6' is dash-long-dash. |
data_column_width |
Default 'NULL'. The numeric column to map the width to. The maximum width will be the value specified in 'linewidth'. |
offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the line, in units of 'geometry'. |
Semi-transparent overlay with contours.
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_line_overlay(monterey_roads_sf, attr(montereybay,"extent"), heightmap = montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } if(run_documentation()) { #Change the line width, color, and transparency montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=3, color="white", attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.8) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } if(run_documentation()) { #Manually specify the width and height to improve visual quality of the lines montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=3, color="white", attr(montereybay,"extent"), width = 1080, height = 1080), alphalayer=0.8) %>% plot_map() }
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_line_overlay(monterey_roads_sf, attr(montereybay,"extent"), heightmap = montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } if(run_documentation()) { #Change the line width, color, and transparency montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=3, color="white", attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.8) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } if(run_documentation()) { #Manually specify the width and height to improve visual quality of the lines montereybay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% add_overlay(generate_line_overlay(monterey_roads_sf, linewidth=3, color="white", attr(montereybay,"extent"), width = 1080, height = 1080), alphalayer=0.8) %>% plot_map() }
Calculates and returns an overlay of points for the current map.
generate_point_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, pch = 20, color = "black", size = 1, offset = c(0, 0), data_column_width = NULL )
generate_point_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, pch = 20, color = "black", size = 1, offset = c(0, 0), data_column_width = NULL )
geometry |
An 'sf' object with POINT geometry. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting overlay automatically. |
width |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/points finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
pch |
Default '20', solid. Point symbol. '0' = square, '1' = circle, '2' = triangle point up, '3' = plus, '4' = cross, '5' = diamond, '6' = triangle point down, '7' = square cross, '8' = star, '9' = diamond plus, '10' = circle plus, '11' = triangles up and down, '12' = square plus, '13' = circle cross, '14' = square and triangle down, '15' = filled square, '16' = filled circle, '17' = filled triangle point-up, '18' = filled diamond, '19' = solid circle, '20' = bullet (smaller circle), '21' = filled circle blue, '22' = filled square blue, '23' = filled diamond blue, '24' = filled triangle point-up blue, '25' = filled triangle point down blue |
color |
Default 'black'. Color of the points. |
size |
Default '1'. Point size. |
offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the polygon, in units of 'geometry'. |
data_column_width |
Default 'NULL'. The numeric column to map the width to. The maximum width will be the value specified in 'linewidth'. |
Semi-transparent overlay with contours.
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { monterey_city = sf::st_sfc(sf::st_point(c(-121.893611, 36.603056))) montereybay %>% height_shade() %>% add_overlay(generate_point_overlay(monterey_city, color="red", size=12, attr(montereybay,"extent"), heightmap = montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
#Add the included `sf` object with roads to the montereybay dataset if(run_documentation()) { monterey_city = sf::st_sfc(sf::st_point(c(-121.893611, 36.603056))) montereybay %>% height_shade() %>% add_overlay(generate_point_overlay(monterey_city, color="red", size=12, attr(montereybay,"extent"), heightmap = montereybay)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
Transforms an input 'sf' object into an image overlay for the current height map.
generate_polygon_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, offset = c(0, 0), data_column_fill = NULL, linecolor = "black", palette = "white", linewidth = 1 )
generate_polygon_overlay( geometry, extent, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, offset = c(0, 0), data_column_fill = NULL, linecolor = "black", palette = "white", linewidth = 1 )
geometry |
An 'sf' object with POLYGON geometry. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting overlay automatically. |
width |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting overlay. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/text finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the polygon, in units of 'geometry'. |
data_column_fill |
Default 'NULL'. The column to map the polygon fill color to. |
linecolor |
Default 'black'. Color of the lines. |
palette |
Default 'black'. Single color, named vector color palette, or palette function. If this is a named vector and 'data_column_fill' is not 'NULL', it will map the colors in the vector to the names. If 'data_column_fill' is a numeric column, this will give a continuous mapping. |
linewidth |
Default '1'. Line width. |
Image overlay representing the input polygon data.
#Plot the counties around Monterey Bay, CA if(run_documentation()) { generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay) %>% plot_map() } if(run_documentation()) { #These counties include the water, so we'll plot bathymetry data over the polygon #data to only include parts of the polygon that fall on land. water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% plot_map() } if(run_documentation()) { #Add a semi-transparent hillshade and change the palette, and remove the polygon lines montereybay %>% sphere_shade(texture = "bw") %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = terrain.colors, linewidth=NA, extent = attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.7) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0) %>% plot_map() } if(run_documentation()) { #Map one of the variables in the sf object and use an explicitly defined color palette county_palette = c("087" = "red", "053" = "blue", "081" = "green", "069" = "yellow", "085" = "orange", "099" = "purple") montereybay %>% sphere_shade(texture = "bw") %>% add_shadow(ray_shade(montereybay,zscale=50),0) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, linecolor="white", linewidth=3, palette = county_palette, data_column_fill = "COUNTYFP", extent = attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.7) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.5) %>% plot_map() }
#Plot the counties around Monterey Bay, CA if(run_documentation()) { generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay) %>% plot_map() } if(run_documentation()) { #These counties include the water, so we'll plot bathymetry data over the polygon #data to only include parts of the polygon that fall on land. water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) generate_polygon_overlay(monterey_counties_sf, palette = rainbow, extent = attr(montereybay,"extent"), heightmap = montereybay) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% plot_map() } if(run_documentation()) { #Add a semi-transparent hillshade and change the palette, and remove the polygon lines montereybay %>% sphere_shade(texture = "bw") %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, palette = terrain.colors, linewidth=NA, extent = attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.7) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0) %>% plot_map() } if(run_documentation()) { #Map one of the variables in the sf object and use an explicitly defined color palette county_palette = c("087" = "red", "053" = "blue", "081" = "green", "069" = "yellow", "085" = "orange", "099" = "purple") montereybay %>% sphere_shade(texture = "bw") %>% add_shadow(ray_shade(montereybay,zscale=50),0) %>% add_overlay(generate_polygon_overlay(monterey_counties_sf, linecolor="white", linewidth=3, palette = county_palette, data_column_fill = "COUNTYFP", extent = attr(montereybay,"extent"), heightmap = montereybay), alphalayer=0.7) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, start_transition = 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.5) %>% plot_map() }
This function creates an overlay with a scale bar of a user-specified length. It uses the coordinates of the map (specified by passing an extent) and then creates a scale bar at a specified x/y proportion across the map. If the map is not projected (i.e. is in lat/long coordinates) this function will use the 'geosphere' package to create a scale bar of the proper length.
generate_scalebar_overlay( extent, length, x = 0.05, y = 0.05, latlong = FALSE, thickness = NA, bearing = 90, unit = "m", flip_ticks = FALSE, labels = NA, text_size = 1, decimals = 0, text_offset = 1, adj = 0.5, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color1 = "white", color2 = "black", text_color = "black", font = 1, border_color = "black", tick_color = "black", border_width = 1, tick_width = 1, halo_color = NA, halo_expand = 1, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1 )
generate_scalebar_overlay( extent, length, x = 0.05, y = 0.05, latlong = FALSE, thickness = NA, bearing = 90, unit = "m", flip_ticks = FALSE, labels = NA, text_size = 1, decimals = 0, text_offset = 1, adj = 0.5, heightmap = NULL, width = NA, height = NA, resolution_multiply = 1, color1 = "white", color2 = "black", text_color = "black", font = 1, border_color = "black", tick_color = "black", border_width = 1, tick_width = 1, halo_color = NA, halo_expand = 1, halo_alpha = 1, halo_offset = c(0, 0), halo_blur = 1 )
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. If this is in lat/long coordinates, be sure to set 'latlong = TRUE'. |
length |
The length of the scale bar, in 'units'. This should match the units used on the map, unless 'extent' uses lat/long coordinates. In that case, the distance should be in meters. |
x |
Default '0.05'. The x-coordinate of the bottom-left corner of the scale bar, as a proportion of the full map width. |
y |
Default '0.05'. The y-coordinate of the bottom-left corner of the scale bar, as a proportion of the full map height. |
latlong |
Default 'FALSE'. Set to 'TRUE' if the map is in lat/long coordinates to get an accurate scale bar (using distance calculated with the 'geosphere' package). |
thickness |
Default 'NA', automatically computed as 1/20th the length of the scale bar. Width of the scale bar. |
bearing |
Default '90', horizontal. Direction (measured from north) of the scale bar. |
unit |
Default 'm'. Displayed unit on the scale bar. |
flip_ticks |
Default 'FALSE'. Whether to flip the ticks to the other side of the scale bar. |
labels |
Default 'NA'. Manually specify the three labels with a length-3 character vector. Use this if you want display units other than meters. |
text_size |
Default '1'. Text size. |
decimals |
Default '0'. Number of decimal places for scale bar labels. |
text_offset |
Default '1'. Amount of offset to apply to the text from the scale bar, as a multiple of 'thickness'. |
adj |
Default '0.5', centered. Text justification. '0' is left-justified, and '1' is right-justified. |
heightmap |
Default 'NULL'. The original height map. Pass this in to extract the dimensions of the resulting RGB image array automatically. |
width |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/text finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
color1 |
Default 'black'. Primary color of the scale bar. |
color2 |
Default 'white'. Secondary color of the scale bar. |
text_color |
Default 'black'. Text color. |
font |
Default '1'. An integer which specifies which font to use for text. If possible, device drivers arrange so that 1 corresponds to plain text (the default), 2 to bold face, 3 to italic and 4 to bold italic. |
border_color |
Default 'black'. Border color of the scale bar. |
tick_color |
Default 'black'. Tick color of the scale bar. |
border_width |
Default '1'. Width of the scale bar border. |
tick_width |
Default '1'. Width of the tick. |
halo_color |
Default 'NA', no halo. If a color is specified, the text label will be surrounded by a halo of this color. |
halo_expand |
Default '1'. Number of pixels to expand the halo. |
halo_alpha |
Default '1'. Transparency of the halo. |
halo_offset |
Default 'c(0,0)'. Horizontal and vertical offset to apply to the halo, as a proportion of the full scene. |
halo_blur |
Default ‘1'. Amount of blur to apply to the halo. Values greater than '30' won’t result in further blurring. |
Semi-transparent overlay with a scale bar.
if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Set scalebar font par(family = "Arial") #Generate flat water heightmap mbay = montereybay mbay[mbay < 0] = 0 base_map = mbay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) #For convenience, the extent of the montereybay dataset is included as an attribute mb_extent = attr(montereybay, "extent") #Add a scalebar base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the text color base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, text_color = "white", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the length base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the thickness (default is length/20) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", thickness = 30000/10, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the text offset (given in multiples of thickness) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", thickness = 30000/10, text_offset = 0.75, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the primary and secondary colors, along with the border and tick color base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", border_color = "white", tick_color = "white", color1 = "darkolivegreen4", color2 = "burlywood3", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Add a halo base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, halo_color = "white", halo_expand = 1, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the orientation, position, text alignment, and flip the ticks to the other side base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, x = 0.07, bearing=0, adj = 0, flip_ticks = TRUE, halo_color = "white", halo_expand = 1.5, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #64373.8 meters in 40 miles #Create custom labels, change font and text size, remove the border/ticks, and change the color #Here, we specify a width and height to double the resolution of the image (for sharper text) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 64373.8, x = 0.07, labels = c("0", "20", "40 miles"), thickness=2500, text_size=3, font = 2, text_offset = 0, text_color="white", color2="#bf323b", border_color=NA, tick_color="red", tick_width=0, bearing=0, adj = 0, flip_ticks = TRUE, halo_color="black", halo_blur=3, halo_alpha=0.5, width = ncol(montereybay)*2, height = nrow(montereybay)*2, latlong=TRUE), rescale_original=TRUE) %>% plot_map() }
if(run_documentation()) { #Create the water palette water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #Set scalebar font par(family = "Arial") #Generate flat water heightmap mbay = montereybay mbay[mbay < 0] = 0 base_map = mbay %>% height_shade() %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(lamb_shade(montereybay,zscale=50),0.3) #For convenience, the extent of the montereybay dataset is included as an attribute mb_extent = attr(montereybay, "extent") #Add a scalebar base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the text color base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, text_color = "white", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the length base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the thickness (default is length/20) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", thickness = 30000/10, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the text offset (given in multiples of thickness) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", thickness = 30000/10, text_offset = 0.75, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the primary and secondary colors, along with the border and tick color base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 30000, text_color = "white", border_color = "white", tick_color = "white", color1 = "darkolivegreen4", color2 = "burlywood3", heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Add a halo base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, halo_color = "white", halo_expand = 1, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #Change the orientation, position, text alignment, and flip the ticks to the other side base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 40000, x = 0.07, bearing=0, adj = 0, flip_ticks = TRUE, halo_color = "white", halo_expand = 1.5, heightmap = montereybay, latlong=TRUE)) %>% plot_map() } if(run_documentation()) { #64373.8 meters in 40 miles #Create custom labels, change font and text size, remove the border/ticks, and change the color #Here, we specify a width and height to double the resolution of the image (for sharper text) base_map %>% add_overlay(generate_scalebar_overlay(extent = mb_extent, length = 64373.8, x = 0.07, labels = c("0", "20", "40 miles"), thickness=2500, text_size=3, font = 2, text_offset = 0, text_color="white", color2="#bf323b", border_color=NA, tick_color="red", tick_width=0, bearing=0, adj = 0, flip_ticks = TRUE, halo_color="black", halo_blur=3, halo_alpha=0.5, width = ncol(montereybay)*2, height = nrow(montereybay)*2, latlong=TRUE), rescale_original=TRUE) %>% plot_map() }
Using a height map or a boolean matrix, generates a semi-transparent waterline overlay to layer onto an existing map. This uses the method described by P. Felzenszwalb & D. Huttenlocher in "Distance Transforms of Sampled Functions" (Theory of Computing, Vol. 8, No. 19, September 2012) to calculate the distance to the coast. This distance matrix can be returned directly by setting the 'return_distance_matrix' argument to 'TRUE'.
generate_waterline_overlay( heightmap, color = "white", linewidth = 1, boolean = FALSE, min = 0.001, max = 0.2, breaks = 9, smooth = 0, fade = TRUE, alpha_dist = max, alpha = 1, falloff = 1.3, evenly_spaced = FALSE, zscale = 1, cutoff = 0.999, width = NA, height = NA, resolution_multiply = 1, min_area = length(heightmap)/400, max_height = NULL, return_distance_matrix = FALSE )
generate_waterline_overlay( heightmap, color = "white", linewidth = 1, boolean = FALSE, min = 0.001, max = 0.2, breaks = 9, smooth = 0, fade = TRUE, alpha_dist = max, alpha = 1, falloff = 1.3, evenly_spaced = FALSE, zscale = 1, cutoff = 0.999, width = NA, height = NA, resolution_multiply = 1, min_area = length(heightmap)/400, max_height = NULL, return_distance_matrix = FALSE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. If 'boolean = TRUE', this will instead be interpreted as a logical matrix indicating areas of water. |
color |
Default 'white'. Color of the lines. |
linewidth |
Default '1'. Line width. |
boolean |
Default 'FALSE'. If 'TRUE', this is a boolean matrix (0 and 1) indicating contiguous areas in which the lines are generated (instead of a height matrix, from which the boolean matrix is derived using 'detect_water()') |
min |
Default '0.001'. Percent distance (measured from the furthest point from shore) where the waterlines stop. |
max |
Default '0.2'. Percent distance (measured from the furthest point from shore) where the waterlines begin. |
breaks |
Default '9'. Number of water lines. |
smooth |
Default '0', no smoothing. Increase this to smooth water lines around corners. |
fade |
Default 'TRUE'. If 'FALSE', lines will not fade with distance from shore. |
alpha_dist |
Default to the value specified in 'max'. Percent distance (measured from the furthest point from shore) where the waterlines fade entirely, when 'fade = TRUE'. |
alpha |
Default '1'. Maximum transparency for waterlines. This scales the transparency for all other levels. |
falloff |
Default '1.3'. Multiplicative decrease in distance between each waterline level. |
evenly_spaced |
Default 'FALSE'. If 'TRUE', 'falloff' will be ignored and the lines will be evenly spaced. |
zscale |
Default '1'. Arguments passed to 'detect_water()'. Ignored if 'boolean = TRUE'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
cutoff |
Default '0.999'. Arguments passed to 'detect_water()'. Ignored if 'boolean = TRUE'.The lower limit of the z-component of the unit normal vector to be classified as water. |
width |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
height |
Default 'NA'. Width of the resulting image array. Default the same dimensions as height map. |
resolution_multiply |
Default '1'. If passing in 'heightmap' instead of width/height, amount to increase the resolution of the overlay, which should make lines/polygons/text finer. Should be combined with 'add_overlay(rescale_original = TRUE)' to ensure those added details are captured in the final map. |
min_area |
Default 'length(heightmap)/400'. Arguments passed to 'detect_water()'. Ignored if 'boolean = TRUE'. Minimum area (in units of the height matrix x and y spacing) to be considered a body of water. |
max_height |
Default 'NULL'. Arguments passed to 'detect_water()'. Ignored if 'boolean = TRUE'. If passed, this number will specify the maximum height a point can be considered to be water. 'FALSE', the direction will be reversed. |
return_distance_matrix |
Default 'FALSE'. If 'TRUE', this function will return the boolean distance matrix instead of contour lines. |
4-layer RGB array representing the waterline overlay.
if(run_documentation()) { #Create a flat body of water for Monterey Bay montbay = montereybay montbay[montbay < 0] = 0 #Generate base map with no lines basemap = montbay %>% height_shade() %>% add_water(detect_water(montbay), color="dodgerblue") %>% add_shadow(texture_shade(montbay, detail=1/3, brightness = 15, contrast = 5),0) %>% add_shadow(lamb_shade(montbay,zscale=50),0) plot_map(basemap) } if(run_documentation()) { #Add waterlines basemap %>% add_overlay(generate_waterline_overlay(montbay)) %>% plot_map() } if(run_documentation()) { #Change minimum line distance: basemap %>% add_overlay(generate_waterline_overlay(montbay, min = 0.02)) %>% plot_map() } if(run_documentation()) { #Change maximum line distance basemap %>% add_overlay(generate_waterline_overlay(montbay, max = 0.4)) %>% plot_map() } if(run_documentation()) { #Smooth waterlines basemap %>% add_overlay(generate_waterline_overlay(montbay, max = 0.4, smooth=2)) %>% plot_map() } if(run_documentation()) { #Increase number of breaks basemap %>% add_overlay(generate_waterline_overlay(montbay, breaks = 20, max=0.4)) %>% plot_map() } if(run_documentation()) { #Make lines evenly spaced: basemap %>% add_overlay(generate_waterline_overlay(montbay, evenly_spaced = TRUE)) %>% plot_map() } if(run_documentation()) { #Change variable distance between each line basemap %>% add_overlay(generate_waterline_overlay(montbay, falloff=1.5)) %>% plot_map() } if(run_documentation()) { #Turn off fading basemap %>% add_overlay(generate_waterline_overlay(montbay, fade=FALSE)) %>% plot_map() } if(run_documentation()) { #Fill up the entire body of water with lines and make them all 50% transparent basemap %>% add_overlay(generate_waterline_overlay(montbay, fade=FALSE, max=1, alpha = 0.5, color="white", evenly_spaced = TRUE, breaks=50)) %>% plot_map() }
if(run_documentation()) { #Create a flat body of water for Monterey Bay montbay = montereybay montbay[montbay < 0] = 0 #Generate base map with no lines basemap = montbay %>% height_shade() %>% add_water(detect_water(montbay), color="dodgerblue") %>% add_shadow(texture_shade(montbay, detail=1/3, brightness = 15, contrast = 5),0) %>% add_shadow(lamb_shade(montbay,zscale=50),0) plot_map(basemap) } if(run_documentation()) { #Add waterlines basemap %>% add_overlay(generate_waterline_overlay(montbay)) %>% plot_map() } if(run_documentation()) { #Change minimum line distance: basemap %>% add_overlay(generate_waterline_overlay(montbay, min = 0.02)) %>% plot_map() } if(run_documentation()) { #Change maximum line distance basemap %>% add_overlay(generate_waterline_overlay(montbay, max = 0.4)) %>% plot_map() } if(run_documentation()) { #Smooth waterlines basemap %>% add_overlay(generate_waterline_overlay(montbay, max = 0.4, smooth=2)) %>% plot_map() } if(run_documentation()) { #Increase number of breaks basemap %>% add_overlay(generate_waterline_overlay(montbay, breaks = 20, max=0.4)) %>% plot_map() } if(run_documentation()) { #Make lines evenly spaced: basemap %>% add_overlay(generate_waterline_overlay(montbay, evenly_spaced = TRUE)) %>% plot_map() } if(run_documentation()) { #Change variable distance between each line basemap %>% add_overlay(generate_waterline_overlay(montbay, falloff=1.5)) %>% plot_map() } if(run_documentation()) { #Turn off fading basemap %>% add_overlay(generate_waterline_overlay(montbay, fade=FALSE)) %>% plot_map() } if(run_documentation()) { #Fill up the entire body of water with lines and make them all 50% transparent basemap %>% add_overlay(generate_waterline_overlay(montbay, fade=FALSE, max=1, alpha = 0.5, color="white", evenly_spaced = TRUE, breaks=50)) %>% plot_map() }
Calculates a color for each point on the surface using a direct elevation-to-color mapping.
height_shade( heightmap, texture = (grDevices::colorRampPalette(c("#6AA85B", "#D9CC9A", "#FFFFFF")))(256), range = NULL, keep_user_par = TRUE )
height_shade( heightmap, texture = (grDevices::colorRampPalette(c("#6AA85B", "#D9CC9A", "#FFFFFF")))(256), range = NULL, keep_user_par = TRUE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. |
texture |
Default 'terrain.colors(256)'. A color palette for the plot. |
range |
Default 'NULL', the full range of the heightmap. A length-2 vector specifying the maximum and minimum values to map the color palette to. |
keep_user_par |
Default ‘TRUE'. Whether to keep the user’s 'par()' settings. Set to 'FALSE' if you want to set up a multi-pane plot (e.g. set 'par(mfrow)'). |
RGB array of hillshaded texture mappings.
#Create a direct mapping of elevation to color: montereybay %>% height_shade() %>% plot_map() #Add a shadow: if(run_documentation()) { montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Change the palette: if(run_documentation()) { montereybay %>% height_shade(texture = topo.colors(256)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Really change the palette: if(run_documentation()) { montereybay %>% height_shade(texture = rainbow(256)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
#Create a direct mapping of elevation to color: montereybay %>% height_shade() %>% plot_map() #Add a shadow: if(run_documentation()) { montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Change the palette: if(run_documentation()) { montereybay %>% height_shade(texture = topo.colors(256)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Really change the palette: if(run_documentation()) { montereybay %>% height_shade(texture = rainbow(256)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() }
Calculates local shadow map for a elevation matrix by calculating the dot product between light direction and the surface normal vector at that point. Each point's intensity is proportional to the cosine of the normal vector.
lamb_shade( heightmap, sunaltitude = 45, sunangle = 315, zscale = 1, zero_negative = TRUE )
lamb_shade( heightmap, sunaltitude = 45, sunangle = 315, zscale = 1, zero_negative = TRUE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
sunaltitude |
Default '45'. The azimuth angle as measured from the horizon from which the light originates. |
sunangle |
Default '315' (NW). The angle around the matrix from which the light originates. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. |
zero_negative |
Default 'TRUE'. Zeros out all values below 0 (corresponding to surfaces facing away from the light source). |
Matrix of light intensities at each point.
if(run_documentation()) { #Generate a basic hillshade montereybay %>% lamb_shade(zscale=200) %>% plot_map() } if(run_documentation()) { #Increase the intensity by decreasing the zscale montereybay %>% lamb_shade(zscale=50) %>% plot_map() } if(run_documentation()) { #Change the sun direction montereybay %>% lamb_shade(zscale=200, sunangle=45) %>% plot_map() } if(run_documentation()) { #Change the sun altitude montereybay %>% lamb_shade(zscale=200, sunaltitude=60) %>% plot_map() }
if(run_documentation()) { #Generate a basic hillshade montereybay %>% lamb_shade(zscale=200) %>% plot_map() } if(run_documentation()) { #Increase the intensity by decreasing the zscale montereybay %>% lamb_shade(zscale=50) %>% plot_map() } if(run_documentation()) { #Change the sun direction montereybay %>% lamb_shade(zscale=200, sunangle=45) %>% plot_map() } if(run_documentation()) { #Change the sun altitude montereybay %>% lamb_shade(zscale=200, sunaltitude=60) %>% plot_map() }
This dataset is an 'sf' object containing polygon data from the U.S. Department of Commerce with selected geographic and cartographic information from the U.S. Census Bureau's Master Address File / Topologically Integrated Geographic Encoding and Referencing (MAF/TIGER) Database (MTDB). This data has been trimmed to only include 26 features in the extent of the 'montereybay' dataset.
monterey_counties_sf
monterey_counties_sf
An 'sf' object with MULTIPOLYGON geometry.
https://catalog.data.gov/dataset/tiger-line-shapefile-2016-state-california-current-county-subdivision-state-based
# This is the full code (commented out) used to generate this dataset from the original data: #counties = sf::st_read("tl_2016_06_cousub.shp") #monterey_counties_sf = sf::st_crop(counties, attr(montereybay,"extent"))
# This is the full code (commented out) used to generate this dataset from the original data: #counties = sf::st_read("tl_2016_06_cousub.shp") #monterey_counties_sf = sf::st_crop(counties, attr(montereybay,"extent"))
This dataset is an 'sf' object containing line data from the U.S. Department of Commerce with selected roads, TIGER/Line Shapefile, 2015, state, California, Primary and Secondary Roads State-based Shapefile. This data has been trimmed to only include 330 features in the extent of the 'montereybay' dataset.
monterey_roads_sf
monterey_roads_sf
An 'sf' object with LINESTRING geometry.
https://www2.census.gov/geo/tiger/TIGER2015/PRISECROADS/tl_2015_06_prisecroads.zip
# This is the full code (commented out) used to generate this dataset from the original data: #counties = sf::st_read("tl_2015_06_prisecroads.shp") #monterey_roads_sf = sf::st_crop(counties, attr(montereybay,"extent"))
# This is the full code (commented out) used to generate this dataset from the original data: #counties = sf::st_read("tl_2015_06_prisecroads.shp") #monterey_roads_sf = sf::st_crop(counties, attr(montereybay,"extent"))
This dataset is a downsampled version of a combined topographic and bathymetric elevation matrix representing the Monterey Bay, CA region. Original data from from the NOAA National Map website.
montereybay
montereybay
A matrix with 540 rows and 540 columns. Elevation is in meters, and the spacing between each coordinate is 200 meters (zscale = 200). Water level is 0. Raster extent located in "extent" attribute. CRS located in "CRS" attribute.
https://www.ncei.noaa.gov/metadata/geoportal/rest/metadata/item/gov.noaa.ngdc.mgg.dem:3544/html
# This is the full code (commented out) used to generate this dataset from the original NOAA data: #raster::raster("monterey_13_navd88_2012.nc") #bottom_left = c(y=-122.366765, x=36.179392) #top_right = c(y=-121.366765, x=37.179392) #extent_latlong = sp::SpatialPoints(rbind(bottom_left, top_right), # proj4string=sp::CRS("+proj=longlat +ellps=WGS84 +datum=WGS84")) #monterey_cropped = raster::crop(montbay,extent_latlong) #montbay_mat = raster_to_matrix(montbay_cropped) #montereybay = resize_matrix(montbay_mat,0.05) #attr(montereybay, "extent") = extent_latlong #attr(montereybay, "crs") = crs(monterey_cropped) #attr(montereybay, "crs") = crs(monterey_cropped) #attr(montereybay, "rayshader_data") = TRUE
# This is the full code (commented out) used to generate this dataset from the original NOAA data: #raster::raster("monterey_13_navd88_2012.nc") #bottom_left = c(y=-122.366765, x=36.179392) #top_right = c(y=-121.366765, x=37.179392) #extent_latlong = sp::SpatialPoints(rbind(bottom_left, top_right), # proj4string=sp::CRS("+proj=longlat +ellps=WGS84 +datum=WGS84")) #monterey_cropped = raster::crop(montbay,extent_latlong) #montbay_mat = raster_to_matrix(montbay_cropped) #montereybay = resize_matrix(montbay_mat,0.05) #attr(montereybay, "extent") = extent_latlong #attr(montereybay, "crs") = crs(monterey_cropped) #attr(montereybay, "crs") = crs(monterey_cropped) #attr(montereybay, "rayshader_data") = TRUE
Displays the shaded map in 3D with the 'rgl' package.
Note: Calling 'plot_3d()' resets the scene cache for the 'render_snapshot()', 'render_depth()', and 'render_highquality()'
plot_3d( hillshade, heightmap, zscale = 1, baseshape = "rectangle", solid = TRUE, soliddepth = "auto", solidcolor = "grey20", solidlinecolor = "grey30", shadow = TRUE, shadowdepth = "auto", shadowcolor = "auto", shadow_darkness = 0.5, shadowwidth = "auto", water = FALSE, waterdepth = 0, watercolor = "dodgerblue", wateralpha = 0.5, waterlinecolor = NULL, waterlinealpha = 1, linewidth = 2, lineantialias = FALSE, soil = FALSE, soil_freq = 0.1, soil_levels = 16, soil_color_light = "#b39474", soil_color_dark = "#8a623b", soil_gradient = 2, soil_gradient_darken = 4, theta = 45, phi = 45, fov = 0, zoom = 1, background = "white", windowsize = 600, precomputed_normals = NULL, asp = 1, triangulate = FALSE, max_error = 0, max_tri = 0, verbose = FALSE, plot_new = TRUE, close_previous = TRUE, clear_previous = TRUE )
plot_3d( hillshade, heightmap, zscale = 1, baseshape = "rectangle", solid = TRUE, soliddepth = "auto", solidcolor = "grey20", solidlinecolor = "grey30", shadow = TRUE, shadowdepth = "auto", shadowcolor = "auto", shadow_darkness = 0.5, shadowwidth = "auto", water = FALSE, waterdepth = 0, watercolor = "dodgerblue", wateralpha = 0.5, waterlinecolor = NULL, waterlinealpha = 1, linewidth = 2, lineantialias = FALSE, soil = FALSE, soil_freq = 0.1, soil_levels = 16, soil_color_light = "#b39474", soil_color_dark = "#8a623b", soil_gradient = 2, soil_gradient_darken = 4, theta = 45, phi = 45, fov = 0, zoom = 1, background = "white", windowsize = 600, precomputed_normals = NULL, asp = 1, triangulate = FALSE, max_error = 0, max_tri = 0, verbose = FALSE, plot_new = TRUE, close_previous = TRUE, clear_previous = TRUE )
hillshade |
Hillshade/image to be added to 3D surface map. |
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. Adjust the zscale down to exaggerate elevation features. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
solid |
Default 'TRUE'. If 'FALSE', just the surface is rendered. |
soliddepth |
Default 'auto', which sets it to the lowest elevation in the matrix minus one unit (scaled by zscale). Depth of the solid base. If heightmap is uniform and set on 'auto', this is automatically set to a slightly lower level than the uniform elevation. |
solidcolor |
Default 'grey20'. Base color. |
solidlinecolor |
Default 'grey30'. Base edge line color. |
shadow |
Default 'TRUE'. If 'FALSE', no shadow is rendered. |
shadowdepth |
Default 'auto', which sets it to 'soliddepth - soliddepth/10'. Depth of the shadow layer. |
shadowcolor |
Default 'auto'. Color of the shadow, automatically computed as 'shadow_darkness' the luminance of the 'background' color in the CIELuv colorspace if not specified. |
shadow_darkness |
Default '0.5'. Darkness of the shadow, if 'shadowcolor = "auto"'. |
shadowwidth |
Default 'auto', which sizes it to 1/10th the smallest dimension of 'heightmap'. Width of the shadow in units of the matrix. |
water |
Default 'FALSE'. If 'TRUE', a water layer is rendered. |
waterdepth |
Default '0'. Water level. |
watercolor |
Default 'lightblue'. Color of the water. |
wateralpha |
Default '0.5'. Water transparency. |
waterlinecolor |
Default 'NULL'. Color of the lines around the edges of the water layer. |
waterlinealpha |
Default '1'. Water line tranparency. |
linewidth |
Default '2'. Width of the edge lines in the scene. |
lineantialias |
Default 'FALSE'. Whether to anti-alias the lines in the scene. |
soil |
Default 'FALSE'. Whether to draw the solid base with a textured soil layer. |
soil_freq |
Default '0.1'. Frequency of soil clumps. Higher frequency values give smaller soil clumps. |
soil_levels |
Default '16'. Fractal level of the soil. |
soil_color_light |
Default '"#b39474"'. Light tint of soil. |
soil_color_dark |
Default '"#8a623b"'. Dark tint of soil. |
soil_gradient |
Default '2'. Sharpness of the soil darkening gradient. '0' turns off the gradient entirely. |
soil_gradient_darken |
Default '4'. Amount to darken the 'soil_color_dark' value for the deepest soil layers. Higher numbers increase the darkening effect. |
theta |
Default '45'. Rotation around z-axis. |
phi |
Default '45'. Azimuth angle. |
fov |
Default '0'–isometric. Field-of-view angle. |
zoom |
Default '1'. Zoom factor. |
background |
Default 'grey10'. Color of the background. |
windowsize |
Default '600'. Position, width, and height of the 'rgl' device displaying the plot. If a single number, viewport will be a square and located in upper left corner. If two numbers, (e.g. 'c(600,800)'), user will specify width and height separately. If four numbers (e.g. 'c(200,0,600,800)'), the first two coordinates specify the location of the x-y coordinates of the bottom-left corner of the viewport on the screen, and the next two (or one, if square) specify the window size. NOTE: The absolute positioning of the window does not currently work on macOS (tested on Mojave), but the size can still be specified. |
precomputed_normals |
Default 'NULL'. Takes the output of 'calculate_normals()' to save computing normals internally. |
asp |
Default '1'. Aspect ratio of the resulting plot. Use 'asp = 1/cospi(mean_latitude/180)' to rescale lat/long at higher latitudes to the correct the aspect ratio. |
triangulate |
Default 'FALSE'. Reduce the size of the 3D model by triangulating the height map. Set this to 'TRUE' if generating the model is slow, or moving it is choppy. Will also reduce the size of 3D models saved to disk. |
max_error |
Default '0.001'. Maximum allowable error when triangulating the height map, when 'triangulate = TRUE'. Increase this if you encounter problems with 3D performance, want to decrease render time with 'render_highquality()', or need to save a smaller 3D OBJ file to disk with 'save_obj()', |
max_tri |
Default '0', which turns this setting off and uses 'max_error'. Maximum number of triangles allowed with triangulating the height map, when 'triangulate = TRUE'. Increase this if you encounter problems with 3D performance, want to decrease render time with 'render_highquality()', or need to save a smaller 3D OBJ file to disk with 'save_obj()', |
verbose |
Default 'TRUE', if 'interactive()'. Prints information about the mesh triangulation if 'triangulate = TRUE'. |
plot_new |
Default 'TRUE', opens new window with each 'plot_3d()' call. If 'FALSE', the data will be plotted in the same window. |
close_previous |
Default 'TRUE'. Closes any previously open 'rgl' window. If 'FALSE', old windows will be kept open. |
clear_previous |
Default 'TRUE'. Clears the previously open 'rgl' window if 'plot_new = FALSE'. |
#Plotting a spherical texture map of the built-in `montereybay` dataset. if(run_documentation()) { montereybay %>% sphere_shade(texture="desert") %>% plot_3d(montereybay,zscale=50) render_snapshot() } #With a water layer if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof2") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof2", waterlinecolor="white", waterlinealpha=0.5) render_snapshot() } #With a soil texture to the base if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof3") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof4", waterlinecolor="white", waterlinealpha=0.5, soil=TRUE) render_camera(theta=225, phi=7, zoom=0.5, fov=67) render_snapshot() } #We can also change the base by setting "baseshape" to "hex" or "circle" if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, zoom=0.7, waterlinecolor="white", waterlinealpha=0.5,baseshape="circle") render_snapshot() } if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, zoom=0.7, waterlinecolor="white", waterlinealpha=0.5,baseshape="hex") render_snapshot() } #Or we can carve out the region of interest ourselves, by setting those entries to NA #to the elevation map passed into `plot_3d` #Here, we only include the deep bathymetry data by setting all points greater than -10 #in the copied elevation matrix to NA. mb_water = montereybay mb_water[mb_water > -10] = NA if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(mb_water, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, waterlinecolor="white", waterlinealpha=0.5) render_snapshot() }
#Plotting a spherical texture map of the built-in `montereybay` dataset. if(run_documentation()) { montereybay %>% sphere_shade(texture="desert") %>% plot_3d(montereybay,zscale=50) render_snapshot() } #With a water layer if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof2") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof2", waterlinecolor="white", waterlinealpha=0.5) render_snapshot() } #With a soil texture to the base if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof3") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof4", waterlinecolor="white", waterlinealpha=0.5, soil=TRUE) render_camera(theta=225, phi=7, zoom=0.5, fov=67) render_snapshot() } #We can also change the base by setting "baseshape" to "hex" or "circle" if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, zoom=0.7, waterlinecolor="white", waterlinealpha=0.5,baseshape="circle") render_snapshot() } if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, zoom=0.7, waterlinecolor="white", waterlinealpha=0.5,baseshape="hex") render_snapshot() } #Or we can carve out the region of interest ourselves, by setting those entries to NA #to the elevation map passed into `plot_3d` #Here, we only include the deep bathymetry data by setting all points greater than -10 #in the copied elevation matrix to NA. mb_water = montereybay mb_water[mb_water > -10] = NA if(run_documentation()) { montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(mb_water, zscale=50, water = TRUE, watercolor="imhof1", theta=-45, waterlinecolor="white", waterlinealpha=0.5) render_snapshot() }
Plots a ggplot2 object in 3D by mapping the color or fill aesthetic to elevation.
Currently, this function does not transform lines mapped to color into 3D.
If there are multiple legends/guides due to multiple aesthetics being mapped (e.g. color and shape), the package author recommends that the user pass the order of the guides manually using the ggplot2 function "guides()'. Otherwise, the order may change when processing the ggplot2 object and result in a mismatch between the 3D mapping and the underlying plot.
Using the shape aesthetic with more than three groups is not recommended, unless the user passes in custom, solid shapes. By default in ggplot2, only the first three shapes are solid, which is a requirement to be projected into 3D.
plot_gg( ggobj, ggobj_height = NULL, width = 3, height = 3, height_aes = NULL, invert = FALSE, shadow_intensity = 0.5, units = c("in", "cm", "mm"), scale = 150, pointcontract = 0.7, offset_edges = FALSE, flat_plot_render = FALSE, flat_distance = "auto", flat_transparent_bg = FALSE, flat_direction = "-z", shadow = TRUE, shadowdepth = "auto", shadowcolor = "auto", shadow_darkness = 0.5, background = "white", preview = FALSE, raytrace = TRUE, sunangle = 315, anglebreaks = seq(30, 40, 0.1), multicore = FALSE, lambert = TRUE, triangulate = TRUE, max_error = 0.001, max_tri = 0, verbose = FALSE, emboss_text = 0, emboss_grid = 0, reduce_size = NULL, save_height_matrix = FALSE, save_shadow_matrix = FALSE, saved_shadow_matrix = NULL, ... )
plot_gg( ggobj, ggobj_height = NULL, width = 3, height = 3, height_aes = NULL, invert = FALSE, shadow_intensity = 0.5, units = c("in", "cm", "mm"), scale = 150, pointcontract = 0.7, offset_edges = FALSE, flat_plot_render = FALSE, flat_distance = "auto", flat_transparent_bg = FALSE, flat_direction = "-z", shadow = TRUE, shadowdepth = "auto", shadowcolor = "auto", shadow_darkness = 0.5, background = "white", preview = FALSE, raytrace = TRUE, sunangle = 315, anglebreaks = seq(30, 40, 0.1), multicore = FALSE, lambert = TRUE, triangulate = TRUE, max_error = 0.001, max_tri = 0, verbose = FALSE, emboss_text = 0, emboss_grid = 0, reduce_size = NULL, save_height_matrix = FALSE, save_shadow_matrix = FALSE, saved_shadow_matrix = NULL, ... )
ggobj |
ggplot object to projected into 3D. |
ggobj_height |
Default 'NULL'. A ggplot object that can be used to specify the 3D extrusion separately from the 'ggobj'. |
width |
Default '3'. Width of ggplot, in 'units'. |
height |
Default '3'. Height of ggplot, in 'units'. |
height_aes |
Default 'NULL'. Whether the 'fill' or 'color' aesthetic should be used for height values, which the user can specify by passing either 'fill' or 'color' to this argument. Automatically detected. If both 'fill' and 'color' aesthetics are present, then 'fill' is default. |
invert |
Default 'FALSE'. If 'TRUE', the height mapping is inverted. |
shadow_intensity |
Default '0.5'. The intensity of the calculated shadows. |
units |
Default 'in'. One of c("in", "cm", "mm"). |
scale |
Default '150'. Multiplier for vertical scaling: a higher number increases the height of the 3D transformation. |
pointcontract |
Default '0.7'. This multiplies the size of the points and shrinks them around their center in the 3D surface mapping. Decrease this to reduce color bleed on edges, and set to '1' to turn off entirely. Note: If 'size' is passed as an aesthetic to the same geom that is being mapped to elevation, this scaling will not be applied. If 'alpha' varies on the variable being mapped, you may want to set this to '1', since the points now have a non-zero width stroke outline (however, mapping 'alpha' in the same variable you are projecting to height is probably not a good choice. as the 'alpha' variable is ignored when performing the 3D projection). |
offset_edges |
Default 'FALSE'. If 'TRUE', inserts a small amount of space between polygons for "geom_sf", "geom_tile", "geom_hex", and "geom_polygon" layers. If you pass in a number, the space between polygons will be a line of that width. You can also specify a number to control the thickness of the offset. Note: this feature may end up removing thin polygons from the plot entirely–use with care. |
flat_plot_render |
Default 'FALSE'. Whether to render a flat version of the ggplot above (or alongside) the 3D version. |
flat_distance |
Default '"auto"'. Distance to render the flat version of the plot from the 3D version. |
flat_transparent_bg |
Default 'FALSE'. Whether to set the background of the flat version of the ggplot to transparent. |
flat_direction |
Default '"-z"'. Direction to render the flat copy of the plot, if 'flat_plot_render = TRUE'. Other options 'c("z", "x", "-x", "y", "-y")'. |
shadow |
Default 'TRUE'. If 'FALSE', no shadow is rendered. |
shadowdepth |
Default 'auto', which sets it to 'soliddepth - soliddepth/10'. Depth of the shadow layer. |
shadowcolor |
Default 'auto'. Color of the shadow, automatically computed as 'shadow_darkness' the luminance of the 'background' color in the CIELab colorspace if not specified. |
shadow_darkness |
Default '0.5'. Darkness of the shadow, if 'shadowcolor = "auto"'. |
background |
Default '"white"'. Background color. |
preview |
Default 'FALSE'. If 'TRUE', the raytraced 2D ggplot will be displayed on the current device. |
raytrace |
Default 'FALSE'. Whether to add a raytraced layer. |
sunangle |
Default '315' (NW). If raytracing, the angle (in degrees) around the matrix from which the light originates. |
anglebreaks |
Default 'seq(30,40,0.1)'. The azimuth angle(s), in degrees, as measured from the horizon from which the light originates. |
multicore |
Default 'FALSE'. If raytracing and 'TRUE', multiple cores will be used to compute the shadow matrix. By default, this uses all cores available, unless the user has set 'options("cores")' in which the multicore option will only use that many cores. |
lambert |
Default 'TRUE'. If raytracing, changes the intensity of the light at each point based proportional to the dot product of the ray direction and the surface normal at that point. Zeros out all values directed away from the ray. |
triangulate |
Default 'FALSE'. Reduce the size of the 3D model by triangulating the height map. Set this to 'TRUE' if generating the model is slow, or moving it is choppy. Will also reduce the size of 3D models saved to disk. |
max_error |
Default '0.001'. Maximum allowable error when triangulating the height map, when 'triangulate = TRUE'. Increase this if you encounter problems with 3D performance, want to decrease render time with 'render_highquality()', or need to save a smaller 3D OBJ file to disk with 'save_obj()', |
max_tri |
Default '0', which turns this setting off and uses 'max_error'. Maximum number of triangles allowed with triangulating the height map, when 'triangulate = TRUE'. Increase this if you encounter problems with 3D performance, want to decrease render time with 'render_highquality()', or need to save a smaller 3D OBJ file to disk with 'save_obj()', |
verbose |
Default 'TRUE', if 'interactive()'. Prints information about the mesh triangulation if 'triangulate = TRUE'. |
emboss_text |
Default '0', max '1'. Amount to emboss the text, where '1' is the tallest feature in the scene. |
emboss_grid |
Default '0', max '1'. Amount to emboss the grid lines, where '1' is the tallest feature in the scene. By default, the minor grid lines will be half the size of the major lines. Pass a length-2 vector to specify them seperately (second value is the minor grid height). |
reduce_size |
Default 'NULL'. A number between '0' and '1' that specifies how much to reduce the resolution of the plot, for faster plotting. By default, this just decreases the size of height map, not the image. If you wish the image to be reduced in resolution as well, pass a numeric vector of size 2. |
save_height_matrix |
Default 'FALSE'. If 'TRUE', the function will return the height matrix used for the ggplot. |
save_shadow_matrix |
Default 'FALSE'. If 'TRUE', the function will return the shadow matrix for use in future updates via the 'shadow_cache' argument passed to 'ray_shade'. |
saved_shadow_matrix |
Default 'NULL'. A cached shadow matrix (saved by the a previous invocation of 'plot_gg(..., save_shadow_matrix=TRUE)' to use instead of raytracing a shadow map each time. |
... |
Additional arguments to be passed to 'plot_3d()'. |
Opens a 3D plot in rgl.
library(ggplot2) library(viridis) ggdiamonds = ggplot(diamonds, aes(x, depth)) + stat_density_2d(aes(fill = after_stat(nlevel)), geom = "polygon", n = 200, bins = 50,contour = TRUE) + facet_wrap(clarity~.) + scale_fill_viridis_c(option = "A") if(run_documentation()) { plot_gg(ggdiamonds,multicore = TRUE,width=5,height=5,scale=250,windowsize=c(1400,866), zoom = 0.55, phi = 30) render_snapshot() } #Change the camera angle and take a snapshot: if(run_documentation()) { render_camera(zoom=0.5,theta=-30,phi=30) render_snapshot() } #Contours and other lines will automatically be ignored. Here is the volcano dataset: ggvolcano = volcano %>% reshape2::melt() %>% ggplot() + geom_tile(aes(x=Var1,y=Var2,fill=value)) + geom_contour(aes(x=Var1,y=Var2,z=value),color="black") + scale_x_continuous("X",expand = c(0,0)) + scale_y_continuous("Y",expand = c(0,0)) + scale_fill_gradientn("Z",colours = terrain.colors(10)) + coord_fixed() + theme(legend.position = "none") ggvolcano if(run_documentation()) { plot_gg(ggvolcano, multicore = TRUE, raytrace = TRUE, width = 7, height = 4, scale = 300, windowsize = c(1400, 866), zoom = 0.6, phi = 30, theta = 30) render_snapshot() } if(run_documentation()) { #You can specify the color and height separately using the `ggobj_height()` argument. ggvolcano_surface = volcano %>% reshape2::melt() %>% ggplot() + geom_contour(aes(x=Var1,y=Var2,z=value),color="black") + geom_contour_filled(aes(x=Var1,y=Var2,z=value))+ scale_x_continuous("X",expand = c(0,0)) + scale_y_continuous("Y",expand = c(0,0)) + coord_fixed() + theme(legend.position = "none") plot_gg(ggvolcano_surface, ggobj_height = ggvolcano, multicore = TRUE, raytrace = TRUE, width = 7, height = 4, scale = 300, windowsize = c(1400, 866), zoom = 0.6, phi = 30, theta = 30) render_snapshot() } #Here, we will create a 3D plot of the mtcars dataset. This automatically detects #that the user used the `color` aesthetic instead of the `fill`. mtplot = ggplot(mtcars) + geom_point(aes(x=mpg,y=disp,color=cyl)) + scale_color_continuous(limits=c(0,8)) #Preview how the plot will look by setting `preview = TRUE`: We also adjust the angle of the light. if(run_documentation()) { plot_gg(mtplot, width=3.5, sunangle=225, preview = TRUE) } if(run_documentation()) { plot_gg(mtplot, width=3.5, multicore = TRUE, windowsize = c(1400,866), sunangle=225, zoom = 0.60, phi = 30, theta = 45) render_snapshot() } #Now let's plot a density plot in 3D. mtplot_density = ggplot(mtcars) + stat_density_2d(aes(x=mpg,y=disp, fill=after_stat(!!str2lang("density"))), geom = "raster", contour = FALSE) + scale_x_continuous(expand=c(0,0)) + scale_y_continuous(expand=c(0,0)) + scale_fill_gradient(low="pink", high="red") mtplot_density if(run_documentation()) { plot_gg(mtplot_density, width = 4,zoom = 0.60, theta = -45, phi = 30, windowsize = c(1400,866)) render_snapshot() } #This also works facetted. mtplot_density_facet = mtplot_density + facet_wrap(~cyl) #Preview this plot in 2D: if(run_documentation()) { plot_gg(mtplot_density_facet, preview = TRUE) } if(run_documentation()) { plot_gg(mtplot_density_facet, windowsize=c(1400,866), zoom = 0.55, theta = -10, phi = 25) render_snapshot() } #That is a little cramped. Specifying a larger width will improve the readability of this plot. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, preview = TRUE) } #That's better. Let's plot it in 3D, and increase the scale. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, windowsize=c(1400,866), zoom = 0.55, theta = -10, phi = 25, scale=300) render_snapshot() } #We can also render a flat version of the plot alongside (or above/below) the 3D version. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, windowsize=c(1400,866), zoom = 0.65, theta = -25, phi = 35, scale=300, flat_plot_render=TRUE, flat_direction = "x") render_snapshot() }
library(ggplot2) library(viridis) ggdiamonds = ggplot(diamonds, aes(x, depth)) + stat_density_2d(aes(fill = after_stat(nlevel)), geom = "polygon", n = 200, bins = 50,contour = TRUE) + facet_wrap(clarity~.) + scale_fill_viridis_c(option = "A") if(run_documentation()) { plot_gg(ggdiamonds,multicore = TRUE,width=5,height=5,scale=250,windowsize=c(1400,866), zoom = 0.55, phi = 30) render_snapshot() } #Change the camera angle and take a snapshot: if(run_documentation()) { render_camera(zoom=0.5,theta=-30,phi=30) render_snapshot() } #Contours and other lines will automatically be ignored. Here is the volcano dataset: ggvolcano = volcano %>% reshape2::melt() %>% ggplot() + geom_tile(aes(x=Var1,y=Var2,fill=value)) + geom_contour(aes(x=Var1,y=Var2,z=value),color="black") + scale_x_continuous("X",expand = c(0,0)) + scale_y_continuous("Y",expand = c(0,0)) + scale_fill_gradientn("Z",colours = terrain.colors(10)) + coord_fixed() + theme(legend.position = "none") ggvolcano if(run_documentation()) { plot_gg(ggvolcano, multicore = TRUE, raytrace = TRUE, width = 7, height = 4, scale = 300, windowsize = c(1400, 866), zoom = 0.6, phi = 30, theta = 30) render_snapshot() } if(run_documentation()) { #You can specify the color and height separately using the `ggobj_height()` argument. ggvolcano_surface = volcano %>% reshape2::melt() %>% ggplot() + geom_contour(aes(x=Var1,y=Var2,z=value),color="black") + geom_contour_filled(aes(x=Var1,y=Var2,z=value))+ scale_x_continuous("X",expand = c(0,0)) + scale_y_continuous("Y",expand = c(0,0)) + coord_fixed() + theme(legend.position = "none") plot_gg(ggvolcano_surface, ggobj_height = ggvolcano, multicore = TRUE, raytrace = TRUE, width = 7, height = 4, scale = 300, windowsize = c(1400, 866), zoom = 0.6, phi = 30, theta = 30) render_snapshot() } #Here, we will create a 3D plot of the mtcars dataset. This automatically detects #that the user used the `color` aesthetic instead of the `fill`. mtplot = ggplot(mtcars) + geom_point(aes(x=mpg,y=disp,color=cyl)) + scale_color_continuous(limits=c(0,8)) #Preview how the plot will look by setting `preview = TRUE`: We also adjust the angle of the light. if(run_documentation()) { plot_gg(mtplot, width=3.5, sunangle=225, preview = TRUE) } if(run_documentation()) { plot_gg(mtplot, width=3.5, multicore = TRUE, windowsize = c(1400,866), sunangle=225, zoom = 0.60, phi = 30, theta = 45) render_snapshot() } #Now let's plot a density plot in 3D. mtplot_density = ggplot(mtcars) + stat_density_2d(aes(x=mpg,y=disp, fill=after_stat(!!str2lang("density"))), geom = "raster", contour = FALSE) + scale_x_continuous(expand=c(0,0)) + scale_y_continuous(expand=c(0,0)) + scale_fill_gradient(low="pink", high="red") mtplot_density if(run_documentation()) { plot_gg(mtplot_density, width = 4,zoom = 0.60, theta = -45, phi = 30, windowsize = c(1400,866)) render_snapshot() } #This also works facetted. mtplot_density_facet = mtplot_density + facet_wrap(~cyl) #Preview this plot in 2D: if(run_documentation()) { plot_gg(mtplot_density_facet, preview = TRUE) } if(run_documentation()) { plot_gg(mtplot_density_facet, windowsize=c(1400,866), zoom = 0.55, theta = -10, phi = 25) render_snapshot() } #That is a little cramped. Specifying a larger width will improve the readability of this plot. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, preview = TRUE) } #That's better. Let's plot it in 3D, and increase the scale. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, windowsize=c(1400,866), zoom = 0.55, theta = -10, phi = 25, scale=300) render_snapshot() } #We can also render a flat version of the plot alongside (or above/below) the 3D version. if(run_documentation()) { plot_gg(mtplot_density_facet, width = 6, windowsize=c(1400,866), zoom = 0.65, theta = -25, phi = 35, scale=300, flat_plot_render=TRUE, flat_direction = "x") render_snapshot() }
Displays the map in the current device.
plot_map( hillshade, rotate = 0, asp = 1, title_text = NA, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_style = "normal", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", ... )
plot_map( hillshade, rotate = 0, asp = 1, title_text = NA, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_style = "normal", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", ... )
hillshade |
Hillshade to be plotted. |
rotate |
Default '0'. Rotates the output. Possible values: '0', '90', '180', '270'. |
asp |
Default '1'. Aspect ratio of the resulting plot. Use 'asp = 1/cospi(mean_latitude/180)' to rescale lat/long at higher latitudes to the correct the aspect ratio. |
title_text |
Default 'NULL'. Text. Adds a title to the image, using 'magick::image_annotate()'. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_style |
Default 'normal'. Font style (e.g. 'italic'). |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
title_position |
Default 'northwest'. Position of the title. |
... |
Additional arguments to pass to the 'raster::plotRGB' function that displays the map. |
#Plotting the Monterey Bay dataset with bathymetry data if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #For compass text par(family = "Arial") #Set everything below 0m to water palette montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Correcting the aspect ratio for the latitude of Monterey Bay extent_mb = attr(montereybay,"extent") mean_latitude = mean(c(extent_mb@ymax,extent_mb@ymin)) if(run_documentation()) { montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map(asp = 1/cospi(mean_latitude/180)) }
#Plotting the Monterey Bay dataset with bathymetry data if(run_documentation()) { water_palette = colorRampPalette(c("darkblue", "dodgerblue", "lightblue"))(200) bathy_hs = height_shade(montereybay, texture = water_palette) #For compass text par(family = "Arial") #Set everything below 0m to water palette montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map() } #Correcting the aspect ratio for the latitude of Monterey Bay extent_mb = attr(montereybay,"extent") mean_latitude = mean(c(extent_mb@ymax,extent_mb@ymin)) if(run_documentation()) { montereybay %>% sphere_shade(zscale=10) %>% add_overlay(generate_altitude_overlay(bathy_hs, montereybay, 0, 0)) %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_map(asp = 1/cospi(mean_latitude/180)) }
Turns a raster into a matrix suitable for rayshader.
raster_to_matrix(raster, verbose = interactive())
raster_to_matrix(raster, verbose = interactive())
raster |
The input raster. Either a RasterLayer object, a terra SpatRaster object, or a filename. |
verbose |
Default 'interactive()'. Will print dimensions of the resulting matrix. |
#Save montereybay as a raster and open using the filename. if(run_documentation()) { temp_raster_filename = paste0(tempfile(),".tif") raster::writeRaster(raster::raster(t(montereybay)),temp_raster_filename) elmat = raster_to_matrix(temp_raster_filename) elmat %>% sphere_shade() %>% plot_map() }
#Save montereybay as a raster and open using the filename. if(run_documentation()) { temp_raster_filename = paste0(tempfile(),".tif") raster::writeRaster(raster::raster(t(montereybay)),temp_raster_filename) elmat = raster_to_matrix(temp_raster_filename) elmat %>% sphere_shade() %>% plot_map() }
Calculates shadow map for a elevation matrix by propogating rays from each matrix point to the light source(s), lowering the brightness at each point for each ray that intersects the surface.
ray_shade( heightmap, sunaltitude = 45, sunangle = 315, maxsearch = NULL, lambert = TRUE, zscale = 1, multicore = FALSE, cache_mask = NULL, shadow_cache = NULL, progbar = interactive(), anglebreaks = NULL, ... )
ray_shade( heightmap, sunaltitude = 45, sunangle = 315, maxsearch = NULL, lambert = TRUE, zscale = 1, multicore = FALSE, cache_mask = NULL, shadow_cache = NULL, progbar = interactive(), anglebreaks = NULL, ... )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
sunaltitude |
Default '45'. The angle, in degrees (as measured from the horizon) from which the light originates. The width of the light is centered on this value and has an angular extent of 0.533 degrees, which is the angular extent of the sun. Use the 'anglebreaks' argument to create a softer (wider) light. This has a hard minimum/maximum of 0/90 degrees. |
sunangle |
Default '315' (NW). The angle, in degrees, around the matrix from which the light originates. Zero degrees is North, increasing clockwise. |
maxsearch |
Defaults to the longest possible shadow given the 'sunaltitude' and 'heightmap'. Otherwise, this argument specifies the maximum distance that the system should propagate rays to check. |
lambert |
Default 'TRUE'. Changes the intensity of the light at each point based proportional to the dot product of the ray direction and the surface normal at that point. Zeros out all values directed away from the ray. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation is in units of meters and the grid values are separated by 10 meters, 'zscale' would be 10. |
multicore |
Default 'FALSE'. If 'TRUE', multiple cores will be used to compute the shadow matrix. By default, this uses all cores available, unless the user has set 'options("cores")' in which the multicore option will only use that many cores. |
cache_mask |
Default 'NULL'. A matrix of 1 and 0s, indicating which points on which the raytracer will operate. |
shadow_cache |
Default 'NULL'. The shadow matrix to be updated at the points defined by the argument 'cache_mask'. If present, this will only compute the raytraced shadows for those points with value '1' in the mask. |
progbar |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', turns off progress bar. |
anglebreaks |
Default 'NULL'. A vector of angle(s) in degrees (as measured from the horizon) specifying from where the light originates. Use this instead of 'sunaltitude' to create a softer shadow by specifying a wider light. E.g. 'anglebreaks = seq(40,50,by=0.5)' creates a light 10 degrees wide, as opposed to the default |
... |
Additional arguments to pass to the 'makeCluster' function when 'multicore=TRUE'. |
Matrix of light intensities at each point.
#First we ray trace the Monterey Bay dataset. #The default angle is from 40-50 degrees azimuth, from the north east. if(run_documentation()) { montereybay %>% ray_shade(zscale=50) %>% plot_map() } #Change the altitude of the sun to 25 degrees if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25) %>% plot_map() } #Remove the lambertian shading to just calculate shadow intensity. if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25, lambert=FALSE) %>% plot_map() } #Change the direction of the sun to the South East if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25, sunangle=225) %>% plot_map() }
#First we ray trace the Monterey Bay dataset. #The default angle is from 40-50 degrees azimuth, from the north east. if(run_documentation()) { montereybay %>% ray_shade(zscale=50) %>% plot_map() } #Change the altitude of the sun to 25 degrees if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25) %>% plot_map() } #Remove the lambertian shading to just calculate shadow intensity. if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25, lambert=FALSE) %>% plot_map() } #Change the direction of the sun to the South East if(run_documentation()) { montereybay %>% ray_shade(zscale=50, sunaltitude=25, sunangle=225) %>% plot_map() }
Reduce Matrix Size (deprecated)
reduce_matrix_size(...)
reduce_matrix_size(...)
... |
Arguments to pass to resize_matrix() function. |
Reduced matrix.
#Deprecated lambertian material. Will display a warning. if(run_documentation()) { montbaysmall = reduce_matrix_size(montereybay, scale=0.5) montbaysmall %>% sphere_shade() %>% plot_map() }
#Deprecated lambertian material. Will display a warning. if(run_documentation()) { montbaysmall = reduce_matrix_size(montereybay, scale=0.5) montbaysmall %>% sphere_shade() %>% plot_map() }
Adds beveled polygon to the scene using the 'raybevel' package. See the 'raybevel::generate_beveled_polygon()' function for more information.
render_beveled_polygons( polygon, extent, material = "grey", bevel_material = NA, angle = 45, bevel_width = 5, width_raw_units = FALSE, bevel = NA, zscale = 1, bevel_height = 1, base_height = 0, raw_heights = FALSE, raw_offsets = FALSE, heights_relative_to_centroid = TRUE, set_max_height = FALSE, max_height = 10, scale_all_max = TRUE, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, scale_data = 1, holes = 0, alpha = 1, lit = TRUE, flat_shading = FALSE, light_altitude = c(45, 30), light_direction = c(315, 225), light_intensity = 1, light_relative = FALSE, clear_previous = FALSE, ... )
render_beveled_polygons( polygon, extent, material = "grey", bevel_material = NA, angle = 45, bevel_width = 5, width_raw_units = FALSE, bevel = NA, zscale = 1, bevel_height = 1, base_height = 0, raw_heights = FALSE, raw_offsets = FALSE, heights_relative_to_centroid = TRUE, set_max_height = FALSE, max_height = 10, scale_all_max = TRUE, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, scale_data = 1, holes = 0, alpha = 1, lit = TRUE, flat_shading = FALSE, light_altitude = c(45, 30), light_direction = c(315, 225), light_intensity = 1, light_relative = FALSE, clear_previous = FALSE, ... )
polygon |
'sf' object, "SpatialPolygon" 'sp' object, or xy coordinates of polygon represented in a way that can be processed by 'xy.coords()'. If xy-coordinate based polygons are open, they will be closed by adding an edge from the last point to the first. |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax", "ymin", "ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
material |
Default '"grey80"'. If a color string, this will specify the color of the sides/base of the polygon. Alternatively (for more customization), this can be a r'ayvertex::material_list()' object to specify the full color/appearance/material options for the resulting 'ray_mesh' mesh. |
bevel_material |
Default 'NA', defaults to the material specified in 'material'. If a color string, this will specify the color of the polygon bevel. Alternatively (for more customization), this can be a 'rayvertex::material_list()' object to specify the full color/appearance/material options for the resulting 'ray_mesh' mesh. |
angle |
Default '45'. Angle of the bevel. |
bevel_width |
Default '5'. Width of the bevel. |
width_raw_units |
Default 'FALSE'. Whether the bevel width should be measured in raw display units, or the actual units of the map. |
bevel |
Default 'NULL'. A list with 'x'/'y' components that specify a bevel profile. See 'raybevel::generate_bevel()' |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
bevel_height |
Default '1'. Height from the base of the polygon to the start of the beveled top. |
base_height |
Default '0'. Height of the base of the polygon. |
raw_heights |
Default 'FALSE'. A logical flag indicating whether the 'bevel_heights' are already in raw format and do not need to be multiplied by the maximum time of the skeleton. See the documentation for 'raybevel::generate_beveled_polygon()' for more info. |
raw_offsets |
Default 'FALSE'. A logical flag indicating whether the 'bevel_offsets' are already in raw format and do not need to be multiplied by the maximum time of the skeleton. See the documentation for 'raybevel::generate_beveled_polygon()' for more info. |
heights_relative_to_centroid |
Default 'FALSE'. Whether the heights should be measured in absolute terms, or relative to the centroid of the polygon. |
set_max_height |
Default 'FALSE'. A logical flag that controls whether to set the max height of the roof based on the 'max_height' argument. |
max_height |
Default '1'. The maximum height of the polygon. |
scale_all_max |
Default 'FALSE'. If passing in a list of multiple skeletons with polygons, whether to scale each polygon to the overall max height, or whether to scale each max height to the maximum internal distance in the polygon. |
data_column_top |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the top of the beveled polygon. |
data_column_bottom |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the bottom of the beveled polygon. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
scale_data |
Default '1'. If specifying 'data_column_top' or 'data_column_bottom', how much to scale that value when rendering. |
holes |
Default '0'. If passing in a polygon directly, this specifies which index represents the holes in the polygon. See the 'earcut' function in the 'decido' package for more information. |
alpha |
Default '1'. Transparency of the polygons. |
lit |
Default 'TRUE'. Whether to light the polygons. |
flat_shading |
Default 'FALSE'. Set to 'TRUE' to have nicer shading on the 3D polygons. This comes with the slight penalty of increasing the memory use of the scene due to vertex duplication. This will not affect software or high quality renders. |
light_altitude |
Default 'c(45, 30)'. Degree(s) from the horizon from which to light the polygons. |
light_direction |
Default 'c(315, 225)'. Degree(s) from north from which to light the polygons. |
light_intensity |
Default '1'. Intensity of the specular highlight on the polygons. |
light_relative |
Default 'FALSE'. Whether the light direction should be taken relative to the camera, or absolute. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing polygons. |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
# This function can also create fake "terrain" from polygons by visualizing the distance # to the nearest edge. if(run_documentation()) { #Render the county borders as polygons in Monterey Bay as terrain montereybay %>% sphere_shade(texture = "desert") %>% add_shadow(ray_shade(montereybay,zscale = 50)) %>% plot_3d(montereybay, water = TRUE, windowsize = 800, watercolor = "dodgerblue", background = "pink") #We will apply a negative buffer to create space between adjacent polygons. You may #have to call `sf::sf_use_s2(FALSE)` before running this code to get it to run. sf::sf_use_s2(FALSE) mont_county_buff = sf::st_simplify(sf::st_buffer(monterey_counties_sf,-0.003), dTolerance=0.001) render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45 , heightmap = montereybay, bevel_width=2000, material = "red", extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, zscale=200) render_camera(theta = 0, phi = 90, zoom = 0.65, fov = 0) render_snapshot() render_camera(theta=194, phi= 35, zoom = 0.5, fov= 80) render_snapshot() } # Changing the color of the beveled top: if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45 , heightmap = montereybay, bevel_width=2000, material = "tan", bevel_material = "darkgreen", extent = attr(montereybay,"extent"), clear_previous=TRUE, bevel_height = 5000, base_height=0, zscale=200) } # We can create a nice curved surface by passing in a bevel generated with the # `raybevel::generate_bevel()` function. if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, heightmap = montereybay, bevel = raybevel::generate_bevel("exp",bevel_end = 0.4), #max_height = 10, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red", ambient = "darkred", diffuse_intensity = 0.2, ambient_intensity = 0.1), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, clear_previous = TRUE, zscale=200) render_snapshot() } # While the bevels all start at the same point in the above example, # they rise to different levels due to being scaled by the maximum internal distance # in the polygon. Setting `scale_all_max = TRUE` ensures the bevels are all scaled to the # same maximum height (in this case, 3000m above the 5000m bevel start height). if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, heightmap = montereybay, bevel = raybevel::generate_bevel("exp",bevel_end = 0.4), max_height = 3000, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red", ambient = "darkred", diffuse_intensity = 0.2, ambient_intensity = 0.1), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, clear_previous = TRUE, zscale=200) render_snapshot() } # Rendering the polygons with `render_highquality()` if(run_documentation()) { render_highquality() } # We can scale the size of the polygon to a column in the `sf` object as well: # raybevel::generate_bevel() function. We can scale this data down using the `scale_data` # argument. Note that this is applied as well as the `zscale` argument, and that you # must think carefully about your scales and values if trying to represent a meaningful # data visualization with this object. if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45, bevel_width=1000, data_column_top = "ALAND", scale_data = 1e-5, heightmap = montereybay, #max_height = 1000, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red"), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), clear_previous = TRUE, zscale=200) render_snapshot() }
# This function can also create fake "terrain" from polygons by visualizing the distance # to the nearest edge. if(run_documentation()) { #Render the county borders as polygons in Monterey Bay as terrain montereybay %>% sphere_shade(texture = "desert") %>% add_shadow(ray_shade(montereybay,zscale = 50)) %>% plot_3d(montereybay, water = TRUE, windowsize = 800, watercolor = "dodgerblue", background = "pink") #We will apply a negative buffer to create space between adjacent polygons. You may #have to call `sf::sf_use_s2(FALSE)` before running this code to get it to run. sf::sf_use_s2(FALSE) mont_county_buff = sf::st_simplify(sf::st_buffer(monterey_counties_sf,-0.003), dTolerance=0.001) render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45 , heightmap = montereybay, bevel_width=2000, material = "red", extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, zscale=200) render_camera(theta = 0, phi = 90, zoom = 0.65, fov = 0) render_snapshot() render_camera(theta=194, phi= 35, zoom = 0.5, fov= 80) render_snapshot() } # Changing the color of the beveled top: if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45 , heightmap = montereybay, bevel_width=2000, material = "tan", bevel_material = "darkgreen", extent = attr(montereybay,"extent"), clear_previous=TRUE, bevel_height = 5000, base_height=0, zscale=200) } # We can create a nice curved surface by passing in a bevel generated with the # `raybevel::generate_bevel()` function. if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, heightmap = montereybay, bevel = raybevel::generate_bevel("exp",bevel_end = 0.4), #max_height = 10, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red", ambient = "darkred", diffuse_intensity = 0.2, ambient_intensity = 0.1), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, clear_previous = TRUE, zscale=200) render_snapshot() } # While the bevels all start at the same point in the above example, # they rise to different levels due to being scaled by the maximum internal distance # in the polygon. Setting `scale_all_max = TRUE` ensures the bevels are all scaled to the # same maximum height (in this case, 3000m above the 5000m bevel start height). if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, heightmap = montereybay, bevel = raybevel::generate_bevel("exp",bevel_end = 0.4), max_height = 3000, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red", ambient = "darkred", diffuse_intensity = 0.2, ambient_intensity = 0.1), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), bevel_height = 5000, base_height=0, clear_previous = TRUE, zscale=200) render_snapshot() } # Rendering the polygons with `render_highquality()` if(run_documentation()) { render_highquality() } # We can scale the size of the polygon to a column in the `sf` object as well: # raybevel::generate_bevel() function. We can scale this data down using the `scale_data` # argument. Note that this is applied as well as the `zscale` argument, and that you # must think carefully about your scales and values if trying to represent a meaningful # data visualization with this object. if(run_documentation()) { render_beveled_polygons(mont_county_buff, flat_shading = TRUE, angle = 45, bevel_width=1000, data_column_top = "ALAND", scale_data = 1e-5, heightmap = montereybay, #max_height = 1000, scale_all_max = TRUE, set_max_height = TRUE, material = rayvertex::material_list(diffuse="red"), light_intensity = 1, light_relative = FALSE, extent = attr(montereybay,"extent"), clear_previous = TRUE, zscale=200) render_snapshot() }
Adds 3D polygons with roofs to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object.
render_buildings( polygon, extent, material = "grey", roof_material = NA, angle = 45, zscale = 1, scale_data = 1, relative_heights = TRUE, heights_relative_to_centroid = FALSE, roof_height = 1, base_height = 0, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, holes = 0, alpha = 1, lit = TRUE, flat_shading = FALSE, light_altitude = c(45, 30), light_direction = c(315, 225), light_intensity = 1, light_relative = FALSE, clear_previous = FALSE, ... )
render_buildings( polygon, extent, material = "grey", roof_material = NA, angle = 45, zscale = 1, scale_data = 1, relative_heights = TRUE, heights_relative_to_centroid = FALSE, roof_height = 1, base_height = 0, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, holes = 0, alpha = 1, lit = TRUE, flat_shading = FALSE, light_altitude = c(45, 30), light_direction = c(315, 225), light_intensity = 1, light_relative = FALSE, clear_previous = FALSE, ... )
polygon |
'sf' object, "SpatialPolygon" 'sp' object, or xy coordinates of polygon represented in a way that can be processed by 'xy.coords()'. If xy-coordinate based polygons are open, they will be closed by adding an edge from the last point to the first. |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax", "ymin", "ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
material |
Default '"grey80"'. If a color string, this will specify the color of the sides/base of the building Alternatively (for more customization), this can be a r'ayvertex::material_list()' object to specify the full color/appearance/material options for the resulting 'ray_mesh' mesh. |
roof_material |
Default 'NA', defaults to the material specified in 'material'. If a color string, this will specify the color of the roof of the building. Alternatively (for more customization), this can be a 'rayvertex::material_list()' object to specify the full color/appearance/material options for the resulting 'ray_mesh' mesh. |
angle |
Default '45'. Angle of the roof. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
scale_data |
Default '1'. How much to scale the 'top'/'bottom' value when rendering. Use 'zscale' to adjust the data to account for 'x'/'y' grid spacing, and this argument to scale the data for visualization. |
relative_heights |
Default 'TRUE'. Whether the heights specified in 'roof_height' and 'base_height' should be measured relative to the underlying heightmap. |
heights_relative_to_centroid |
Default 'FALSE'. Whether the heights should be measured in absolute terms, or relative to the centroid of the polygon. |
roof_height |
Default '1'. Height from the base of the building to the start of the roof. |
base_height |
Default '0'. Height of the base of the roof. |
data_column_top |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the top of the extruded polygon. |
data_column_bottom |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the bottom of the extruded polygon. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
holes |
Default '0'. If passing in a polygon directly, this specifies which index represents the holes in the polygon. See the 'earcut' function in the 'decido' package for more information. |
alpha |
Default '1'. Transparency of the polygons. |
lit |
Default 'TRUE'. Whether to light the polygons. |
flat_shading |
Default 'FALSE'. Set to 'TRUE' to have nicer shading on the 3D polygons. This comes with the slight penalty of increasing the memory use of the scene due to vertex duplication. This will not affect software or high quality renders. |
light_altitude |
Default 'c(45, 30)'. Degree(s) from the horizon from which to light the polygons. |
light_direction |
Default 'c(315, 225)'. Degree(s) from north from which to light the polygons. |
light_intensity |
Default '1'. Intensity of the specular highlight on the polygons. |
light_relative |
Default 'FALSE'. Whether the light direction should be taken relative to the camera, or absolute. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing polygons. |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
if(run_documentation()) { # Load and visualize building footprints from Open Street Map library(osmdata) library(sf) library(raster) osm_bbox = c(-121.9472, 36.6019, -121.9179, 36.6385) #Get buildings from OpenStreetMap opq(osm_bbox) |> add_osm_feature("building") |> osmdata_sf() -> osm_data #Get roads from OpenStreetMap opq(osm_bbox) |> add_osm_feature("highway") |> osmdata_sf() -> osm_road #Get extent building_polys = osm_data$osm_polygons osm_dem = elevatr::get_elev_raster(building_polys, z = 11, clip = "bbox") e = extent(building_polys) # Crop DEM, but note that the cropped DEM will have an extent slightly different than what's # specified in `e`. Save that new extent to `new_e`. osm_dem |> crop(e) |> extent() -> new_e osm_dem |> crop(e) |> raster_to_matrix() -> osm_mat #Visualize areas less than one meter as water (approximate tidal range) osm_mat[osm_mat <= 1] = -2 osm_mat %>% rayimage::render_resized(mag=4) |> sphere_shade(texture = "desert") |> add_overlay(generate_polygon_overlay(building_polys, extent = new_e, heightmap = osm_mat, linewidth = 6, resolution_multiply = 50), rescale_original = TRUE) |> add_overlay(generate_line_overlay(osm_road$osm_lines, extent = new_e, heightmap = osm_mat, linewidth = 6, resolution_multiply = 50), rescale_original = TRUE) |> plot_3d(osm_mat, water = TRUE, windowsize = 800, watercolor = "dodgerblue", zscale = 10, background = "pink") #Render buildings render_buildings(building_polys, flat_shading = TRUE, angle = 30 , heightmap = osm_mat, material = "white", roof_material = "white", extent = new_e, roof_height = 3, base_height = 0, zscale=10) render_camera(theta=220, phi=22, zoom=0.45, fov=0) render_snapshot() } if(run_documentation()) { #Zoom in to show roof details and render with render_highquality() render_camera(fov=110) render_highquality(camera_location = c(18.22, 0.57, -50.83), camera_lookat = c(20.88, -2.83, -38.87), focal_distance = 13, lightdirection = 45) }
if(run_documentation()) { # Load and visualize building footprints from Open Street Map library(osmdata) library(sf) library(raster) osm_bbox = c(-121.9472, 36.6019, -121.9179, 36.6385) #Get buildings from OpenStreetMap opq(osm_bbox) |> add_osm_feature("building") |> osmdata_sf() -> osm_data #Get roads from OpenStreetMap opq(osm_bbox) |> add_osm_feature("highway") |> osmdata_sf() -> osm_road #Get extent building_polys = osm_data$osm_polygons osm_dem = elevatr::get_elev_raster(building_polys, z = 11, clip = "bbox") e = extent(building_polys) # Crop DEM, but note that the cropped DEM will have an extent slightly different than what's # specified in `e`. Save that new extent to `new_e`. osm_dem |> crop(e) |> extent() -> new_e osm_dem |> crop(e) |> raster_to_matrix() -> osm_mat #Visualize areas less than one meter as water (approximate tidal range) osm_mat[osm_mat <= 1] = -2 osm_mat %>% rayimage::render_resized(mag=4) |> sphere_shade(texture = "desert") |> add_overlay(generate_polygon_overlay(building_polys, extent = new_e, heightmap = osm_mat, linewidth = 6, resolution_multiply = 50), rescale_original = TRUE) |> add_overlay(generate_line_overlay(osm_road$osm_lines, extent = new_e, heightmap = osm_mat, linewidth = 6, resolution_multiply = 50), rescale_original = TRUE) |> plot_3d(osm_mat, water = TRUE, windowsize = 800, watercolor = "dodgerblue", zscale = 10, background = "pink") #Render buildings render_buildings(building_polys, flat_shading = TRUE, angle = 30 , heightmap = osm_mat, material = "white", roof_material = "white", extent = new_e, roof_height = 3, base_height = 0, zscale=10) render_camera(theta=220, phi=22, zoom=0.45, fov=0) render_snapshot() } if(run_documentation()) { #Zoom in to show roof details and render with render_highquality() render_camera(fov=110) render_highquality(camera_location = c(18.22, 0.57, -50.83), camera_lookat = c(20.88, -2.83, -38.87), focal_distance = 13, lightdirection = 45) }
Changes the position and properties of the camera around the scene. If no values are entered, prints and returns the current values.
render_camera( theta = NULL, phi = NULL, zoom = NULL, fov = NULL, shift_vertical = 0 )
render_camera( theta = NULL, phi = NULL, zoom = NULL, fov = NULL, shift_vertical = 0 )
theta |
Defaults to current value. Rotation angle. |
phi |
Defaults to current value. Azimuth angle. Maximum '90'. |
zoom |
Defaults to current value. Positive value indicating camera magnification. |
fov |
Defaults to current value. Field of view of the camera. Maximum '180'. |
shift_vertical |
Default '0'. Amount to shift the viewpoint. |
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale = 50, water = TRUE, waterlinecolor="white") render_snapshot() } #Shift the camera over and add a title if(run_documentation()) { render_camera(theta = -45, phi = 45) render_snapshot(title_text = "Monterey Bay, CA", title_bar_color = "grey50") } #Shift to an overhead view (and change the text/title bar color) if(run_documentation()) { render_camera(theta = 0, phi = 89.9, zoom = 0.9) render_snapshot(title_text = "Monterey Bay, CA", title_color = "white", title_bar_color = "darkgreen") } #Shift to an front view and add a vignette effect if(run_documentation()) { render_camera(theta = -90, phi = 30,zoom = 0.8) render_snapshot(title_text = "Monterey Bay, CA", title_color = "white", title_bar_color = "blue", vignette = TRUE) } #Change the field of view (fov) and make the title bar opaque. if(run_documentation()) { render_camera(theta = -90, phi = 30,zoom = 0.5,fov = 130) render_snapshot(title_text = "Monterey Bay, CA", title_color = "black", title_bar_alpha = 1, title_bar_color = "lightblue", vignette = TRUE) } #Here we render a series of frames to later stitch together into a movie. if(run_documentation()) { phivec = 20 + 70 * 1/(1 + exp(seq(-5, 10, length.out = 180))) phivecfull = c(phivec, rev(phivec)) thetavec = 270 + 45 * sin(seq(0,359,length.out = 360) * pi/180) zoomvechalf = 0.5 + 0.5 * 1/(1 + exp(seq(-5, 10, length.out = 180))) zoomvec = c(zoomvechalf, rev(zoomvechalf)) for(i in 1:360) { render_camera(theta = thetavec[i],phi = phivecfull[i],zoom = zoomvec[i]) #uncomment the next line to save each frame to the working directory #render_snapshot(paste0("frame", i, ".png")) } #Run this command in the command line using ffmpeg to stitch together a video: #ffmpeg -framerate 60 -i frame%d.png -vcodec libx264 raymovie.mp4 #And run this command to convert the video to post to the web: #ffmpeg -i raymovie.mp4 -pix_fmt yuv420p -profile:v baseline -level 3 -vf scale=-2:-2 rayweb.mp4 #Or we can use render_movie() to do this all automatically with type="custom" (uncomment to run): #render_movie(filename = tempfile(fileext = ".mp4"), type = "custom", # theta = thetavec, phi = phivecfull, zoom = zoomvec, fov=0) }
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale = 50, water = TRUE, waterlinecolor="white") render_snapshot() } #Shift the camera over and add a title if(run_documentation()) { render_camera(theta = -45, phi = 45) render_snapshot(title_text = "Monterey Bay, CA", title_bar_color = "grey50") } #Shift to an overhead view (and change the text/title bar color) if(run_documentation()) { render_camera(theta = 0, phi = 89.9, zoom = 0.9) render_snapshot(title_text = "Monterey Bay, CA", title_color = "white", title_bar_color = "darkgreen") } #Shift to an front view and add a vignette effect if(run_documentation()) { render_camera(theta = -90, phi = 30,zoom = 0.8) render_snapshot(title_text = "Monterey Bay, CA", title_color = "white", title_bar_color = "blue", vignette = TRUE) } #Change the field of view (fov) and make the title bar opaque. if(run_documentation()) { render_camera(theta = -90, phi = 30,zoom = 0.5,fov = 130) render_snapshot(title_text = "Monterey Bay, CA", title_color = "black", title_bar_alpha = 1, title_bar_color = "lightblue", vignette = TRUE) } #Here we render a series of frames to later stitch together into a movie. if(run_documentation()) { phivec = 20 + 70 * 1/(1 + exp(seq(-5, 10, length.out = 180))) phivecfull = c(phivec, rev(phivec)) thetavec = 270 + 45 * sin(seq(0,359,length.out = 360) * pi/180) zoomvechalf = 0.5 + 0.5 * 1/(1 + exp(seq(-5, 10, length.out = 180))) zoomvec = c(zoomvechalf, rev(zoomvechalf)) for(i in 1:360) { render_camera(theta = thetavec[i],phi = phivecfull[i],zoom = zoomvec[i]) #uncomment the next line to save each frame to the working directory #render_snapshot(paste0("frame", i, ".png")) } #Run this command in the command line using ffmpeg to stitch together a video: #ffmpeg -framerate 60 -i frame%d.png -vcodec libx264 raymovie.mp4 #And run this command to convert the video to post to the web: #ffmpeg -i raymovie.mp4 -pix_fmt yuv420p -profile:v baseline -level 3 -vf scale=-2:-2 rayweb.mp4 #Or we can use render_movie() to do this all automatically with type="custom" (uncomment to run): #render_movie(filename = tempfile(fileext = ".mp4"), type = "custom", # theta = thetavec, phi = phivecfull, zoom = zoomvec, fov=0) }
Render a 3D floating cloud layer of the map.
Note: Underlying layers with transparency can cause rendering issues in rgl.
render_clouds( heightmap, start_altitude = 1000, end_altitude = 2000, sun_altitude = 10, sun_angle = 315, time = 0, cloud_cover = 0.5, layers = 10, offset_x = 0, offset_y = 0, scale_x = 1, scale_y = 1, scale_z = 1, frequency = 0.005, fractal_levels = 16, attenuation_coef = 1, seed = 1, zscale = 1, baseshape = "rectangle", clear_clouds = FALSE )
render_clouds( heightmap, start_altitude = 1000, end_altitude = 2000, sun_altitude = 10, sun_angle = 315, time = 0, cloud_cover = 0.5, layers = 10, offset_x = 0, offset_y = 0, scale_x = 1, scale_y = 1, scale_z = 1, frequency = 0.005, fractal_levels = 16, attenuation_coef = 1, seed = 1, zscale = 1, baseshape = "rectangle", clear_clouds = FALSE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. This is used by 'render_clouds()' to calculate the regions the clouds should be rendered in. |
start_altitude |
Default '1000'. The bottom of the cloud layer. |
end_altitude |
Default '2000'. The top of the cloud layer. |
sun_altitude |
Default '90'. The angle, in degrees (as measured from the horizon) from which the light originates. |
sun_angle |
Default '315' (NW). The angle, in degrees, around the matrix from which the light originates. Zero degrees is North, increasing clockwise |
time |
Default '0'. Advance this to make the clouds evolve and change in shape. |
cloud_cover |
Default '0.5'. The percentage of cloud cover. |
layers |
Default '10'. The number of layers to render the cloud layer. The default is 'layers/(start_altitude - end_altitude)'. |
offset_x |
Default '0'. Change this to move the cloud layer sideways. |
offset_y |
Default '0'. Change this to move the cloud layer backwards and forwards. |
scale_x |
Default '1'. Scale the fractal pattern in the x direction. |
scale_y |
Default '1'. Scale the fractal pattern in the y direction. |
scale_z |
Default '1'. Scale the fractal pattern in the z (vertical) direction. (automatically calculated). Scale the fractal pattern in the z (vertical) direction. |
frequency |
Default '0.005'. The base frequency of the noise used to calculate the fractal cloud structure. |
fractal_levels |
Default '16'. The fractal dimension used to calculate the noise. Higher values give more fine structure, but take longer to calculate. |
attenuation_coef |
Default '1'. Amount of attenuation in the cloud (higher numbers give darker shadows). This value is automatically scaled to account for increasing the number of layers. |
seed |
Default '1'. Random seed used to generate clouds. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
clear_clouds |
Default 'FALSE'. Clears all existing floating layers on the visualization. |
Adds a 3D floating cloud layer to the map. No return value.
if(run_documentation()) { #Render a cloud layer over Monterey Bay montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="brown",zscale=50) #Render some clouds render_clouds(montereybay, zscale=50) render_snapshot() } if(run_documentation()) { #Change the seed for a different set of clouds and add cloud shadows on the ground montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50, seed = 2), 0.0) %>% plot_3d(montereybay,background="brown",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50, seed=2, clear_clouds = T) render_snapshot() } if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="brown",zscale=50) #Lower the frequency for larger, smoother clouds render_clouds(montereybay, zscale=50, frequency = 0.001, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the frequency for more broken clouds render_clouds(montereybay, zscale=50, frequency = 0.05, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the fractal level for fluffier, bumpier clouds render_clouds(montereybay, zscale=50, fractal_levels = 32, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Decrease the fractal level for more smoother, continuous clouds render_clouds(montereybay, zscale=50, fractal_levels = 4, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the cloud cover render_clouds(montereybay, zscale=50, cloud_cover=0.8, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Decrease the cloud cover render_clouds(montereybay, zscale=50, cloud_cover=0.2, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Change the altitude range of the clouds render_clouds(montereybay,zscale=50,start_altitude=2000,end_altitude = 4000, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the number of layers render_clouds(montereybay, zscale=50,start_altitude=2000,end_altitude = 4000, layers = 20, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Change the sun angle and altitude, and increase the attenuation for darker clouds render_clouds(montereybay,zscale=50,sun_angle=45, sun_altitude= 5, attenuation_coef = 5, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Render the scene with a different baseshape montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="darkred",zscale=50, baseshape="hex") render_clouds(montereybay,zscale=50, seed=3, baseshape="hex", clear_clouds = T) render_camera(zoom=0.65) render_snapshot() }
if(run_documentation()) { #Render a cloud layer over Monterey Bay montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="brown",zscale=50) #Render some clouds render_clouds(montereybay, zscale=50) render_snapshot() } if(run_documentation()) { #Change the seed for a different set of clouds and add cloud shadows on the ground montereybay %>% sphere_shade() %>% add_shadow(cloud_shade(montereybay,zscale=50, seed = 2), 0.0) %>% plot_3d(montereybay,background="brown",zscale=50) render_camera(theta=-65, phi = 25, zoom = 0.45, fov = 80) render_clouds(montereybay, zscale=50, seed=2, clear_clouds = T) render_snapshot() } if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="brown",zscale=50) #Lower the frequency for larger, smoother clouds render_clouds(montereybay, zscale=50, frequency = 0.001, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the frequency for more broken clouds render_clouds(montereybay, zscale=50, frequency = 0.05, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the fractal level for fluffier, bumpier clouds render_clouds(montereybay, zscale=50, fractal_levels = 32, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Decrease the fractal level for more smoother, continuous clouds render_clouds(montereybay, zscale=50, fractal_levels = 4, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the cloud cover render_clouds(montereybay, zscale=50, cloud_cover=0.8, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Decrease the cloud cover render_clouds(montereybay, zscale=50, cloud_cover=0.2, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Change the altitude range of the clouds render_clouds(montereybay,zscale=50,start_altitude=2000,end_altitude = 4000, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Increase the number of layers render_clouds(montereybay, zscale=50,start_altitude=2000,end_altitude = 4000, layers = 20, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Change the sun angle and altitude, and increase the attenuation for darker clouds render_clouds(montereybay,zscale=50,sun_angle=45, sun_altitude= 5, attenuation_coef = 5, clear_clouds = T) render_snapshot() } if(run_documentation()) { #Render the scene with a different baseshape montereybay %>% sphere_shade() %>% plot_3d(montereybay,background="darkred",zscale=50, baseshape="hex") render_clouds(montereybay,zscale=50, seed=3, baseshape="hex", clear_clouds = T) render_camera(zoom=0.65) render_snapshot() }
Places a compass on the map to specify the North direction.
render_compass( angle = 0, position = "SE", altitude = NULL, zscale = 1, x = NULL, y = NULL, z = NULL, compass_radius = NULL, scale_distance = 1, color_n = "darkred", color_arrow = "grey90", color_background = "grey60", color_bevel = "grey20", position_circular = FALSE, clear_compass = FALSE )
render_compass( angle = 0, position = "SE", altitude = NULL, zscale = 1, x = NULL, y = NULL, z = NULL, compass_radius = NULL, scale_distance = 1, color_n = "darkred", color_arrow = "grey90", color_background = "grey60", color_bevel = "grey20", position_circular = FALSE, clear_compass = FALSE )
angle |
Default '0'. The direction the arrow should be facing. |
position |
Default 'SE'. A string representing a cardinal direction. Ignored if 'x', 'y', and 'z' are manually specified. |
altitude |
Default 'NULL'. Altitude of the compass, defaults to maximum height in the map. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. Only used in combination with 'altitude'. |
x |
Default 'NULL'. X position. If not entered, automatically calculated using 'position' argument. |
y |
Default 'NULL'. Y position. If not entered, automatically calculated using 'position' argument. |
z |
Default 'NULL'. Z position. If not entered, automatically calculated using 'position' argument. |
compass_radius |
Default 'NULL'. The radius of the compass. If not entered, automatically calculated. Increase or decrease the size of the compass. |
scale_distance |
Default '1'. Multiplier that moves the compass away from the center of the map. |
color_n |
Default 'darkred'. Color of the letter N. |
color_arrow |
Default 'grey90'. Color of the arrow. |
color_background |
Default 'grey20'. Color of the area right under the arrow. |
color_bevel |
Default 'grey20'. Color of the bevel. |
position_circular |
Default 'FALSE'. If 'TRUE', will place compass at a constant radius away from the map, as opposed to directly next to it. Overridden if user manually specifies position. |
clear_compass |
Default 'FALSE'. Clears the compass symbol(s) on the map. |
Adds compass to map. No return value.
#Add a North arrow to the map, by default in the bottom right (SE) if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,theta=-45, water=TRUE) render_compass() render_snapshot() } if(run_documentation()) { #Remove the existing symbol with `clear_compass = TRUE` render_compass(clear_compass = TRUE) #Point the N towards the light, at 315 degrees: render_compass(angle = 315) render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can change the position by specifying a direction (here are three): render_camera(theta=45,phi=45) render_compass(position = "NW") render_compass(position = "E") render_compass(position = "S") render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can also change the distance away from the edge by setting the `scale_distance` argument. render_compass(position = "NW", scale_distance = 1.4) render_compass(position = "E", scale_distance = 1.4) render_compass(position = "S", scale_distance = 1.4) #Zoom in slightly: render_camera(theta=45,phi=45,zoom=0.7) render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can also specify the radius directly with `compass_radius`: render_camera(theta=0,phi=45,zoom=1) render_compass(position = "N", scale_distance = 1.5, compass_radius=200) render_compass(position = "E", scale_distance = 1.4, compass_radius=50) render_compass(position = "S", scale_distance = 1.3, compass_radius=25) render_compass(position = "W", scale_distance = 1.2, compass_radius=10) render_snapshot() render_compass(clear_compass = TRUE) } if(run_documentation()) { #We can also adjust the position manually, be specifying all x, y and z arguments. render_camera(theta=-45,phi=45,zoom=0.9) render_compass(x = 150, y = 50, z = 150) render_snapshot() } if(run_documentation()) { # Compass support is also included in render_highquality() render_highquality(clamp_value=10, min_variance = 0, sample_method = "sobol_blue") } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can change the colors in the compass, and also set it a constant distance away with #`position_circular = TRUE`: render_camera(theta=0,phi=45,zoom=0.75) render_compass(position = "N", color_n = "#55967a", color_arrow = "#fff673", color_background = "#cfe0a9", color_bevel = "#8fb28a", position_circular = TRUE) render_compass(position = "NE", color_n = "black", color_arrow = "grey90", color_background = "grey50", color_bevel = "grey20", position_circular = TRUE) render_compass(position = "E", color_n = "red", color_arrow = "blue", color_background = "yellow", color_bevel = "purple", position_circular = TRUE) render_compass(position = "SE", color_n = c(0.7,0.5,0.9), color_arrow = c(0.8,0.8,1), color_background = c(0.2,0.2,1), color_bevel = c(0.6,0.4,0.6), position_circular = TRUE) render_compass(position = "S", color_n = "#ffe3b3", color_arrow = "#6a463a", color_background = "#abaf98", color_bevel = "grey20", position_circular = TRUE) render_compass(position = "SW", color_n = "#ffe3a3", color_arrow = "#f1c3a9", color_background = "#abaf98", color_bevel = "#66615e", position_circular = TRUE) render_compass(position = "W", color_n = "#e9e671", color_arrow = "#cbb387", color_background = "#7c9695", color_bevel = "#cbb387", position_circular = TRUE) render_compass(position = "NW", color_n = c(0.7,0,0), color_arrow = c(0.3,0,0), color_background = c(0.7,0.5,0.5), color_bevel = c(0.2,0,0), position_circular = TRUE) render_snapshot() }
#Add a North arrow to the map, by default in the bottom right (SE) if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,theta=-45, water=TRUE) render_compass() render_snapshot() } if(run_documentation()) { #Remove the existing symbol with `clear_compass = TRUE` render_compass(clear_compass = TRUE) #Point the N towards the light, at 315 degrees: render_compass(angle = 315) render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can change the position by specifying a direction (here are three): render_camera(theta=45,phi=45) render_compass(position = "NW") render_compass(position = "E") render_compass(position = "S") render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can also change the distance away from the edge by setting the `scale_distance` argument. render_compass(position = "NW", scale_distance = 1.4) render_compass(position = "E", scale_distance = 1.4) render_compass(position = "S", scale_distance = 1.4) #Zoom in slightly: render_camera(theta=45,phi=45,zoom=0.7) render_snapshot() } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can also specify the radius directly with `compass_radius`: render_camera(theta=0,phi=45,zoom=1) render_compass(position = "N", scale_distance = 1.5, compass_radius=200) render_compass(position = "E", scale_distance = 1.4, compass_radius=50) render_compass(position = "S", scale_distance = 1.3, compass_radius=25) render_compass(position = "W", scale_distance = 1.2, compass_radius=10) render_snapshot() render_compass(clear_compass = TRUE) } if(run_documentation()) { #We can also adjust the position manually, be specifying all x, y and z arguments. render_camera(theta=-45,phi=45,zoom=0.9) render_compass(x = 150, y = 50, z = 150) render_snapshot() } if(run_documentation()) { # Compass support is also included in render_highquality() render_highquality(clamp_value=10, min_variance = 0, sample_method = "sobol_blue") } if(run_documentation()) { render_compass(clear_compass = TRUE) #We can change the colors in the compass, and also set it a constant distance away with #`position_circular = TRUE`: render_camera(theta=0,phi=45,zoom=0.75) render_compass(position = "N", color_n = "#55967a", color_arrow = "#fff673", color_background = "#cfe0a9", color_bevel = "#8fb28a", position_circular = TRUE) render_compass(position = "NE", color_n = "black", color_arrow = "grey90", color_background = "grey50", color_bevel = "grey20", position_circular = TRUE) render_compass(position = "E", color_n = "red", color_arrow = "blue", color_background = "yellow", color_bevel = "purple", position_circular = TRUE) render_compass(position = "SE", color_n = c(0.7,0.5,0.9), color_arrow = c(0.8,0.8,1), color_background = c(0.2,0.2,1), color_bevel = c(0.6,0.4,0.6), position_circular = TRUE) render_compass(position = "S", color_n = "#ffe3b3", color_arrow = "#6a463a", color_background = "#abaf98", color_bevel = "grey20", position_circular = TRUE) render_compass(position = "SW", color_n = "#ffe3a3", color_arrow = "#f1c3a9", color_background = "#abaf98", color_bevel = "#66615e", position_circular = TRUE) render_compass(position = "W", color_n = "#e9e671", color_arrow = "#cbb387", color_background = "#7c9695", color_bevel = "#cbb387", position_circular = TRUE) render_compass(position = "NW", color_n = c(0.7,0,0), color_arrow = c(0.3,0,0), color_background = c(0.7,0.5,0.5), color_bevel = c(0.2,0,0), position_circular = TRUE) render_snapshot() }
Adds 3D contours to the current scene, using the heightmap of the 3D surface.
render_contours( heightmap = NULL, zscale = 1, levels = NA, nlevels = NA, linewidth = 3, color = "black", palette = NULL, antialias = FALSE, offset = 0, clear_previous = FALSE )
render_contours( heightmap = NULL, zscale = 1, levels = NA, nlevels = NA, linewidth = 3, color = "black", palette = NULL, antialias = FALSE, offset = 0, clear_previous = FALSE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All grid points are assumed to be evenly spaced. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
levels |
Default 'NA'. Automatically generated with 10 levels. This argument specifies the exact height levels of each contour. |
nlevels |
Default 'NA'. Controls the auto-generation of levels. If levels is length-2, this will automatically generate 'nlevels' breaks between 'levels[1]' and 'levels[2]'. |
linewidth |
Default '3'. The line width. |
color |
Default 'black'. Color of the line. |
palette |
Default 'NULL'. Overrides 'color'. Either a function that returns a color palette of 'n' colors, or a character vector with colors that specifies each color manually. |
antialias |
Default 'FALSE'. If 'TRUE', the line with be have anti-aliasing applied. NOTE: anti-aliasing can cause some unpredictable behavior with transparent surfaces. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing paths. |
#Add contours to the montereybay dataset if(run_documentation()) { montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_3d(montereybay, theta = -45, zscale=50) render_contours(montereybay, zscale = 50, offset = 100) render_snapshot() } if(run_documentation()) { #Specify the number of levels render_contours(montereybay, zscale = 50, offset = 100, nlevels = 30, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Manually specify the breaks with levels render_contours(montereybay, linewidth = 2, offset = 100, zscale = 50, levels = seq(-2000, 0, 100), clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Use a color palette for the contours volcano |> constant_shade() |> plot_3d(volcano, zscale = 2, solid = FALSE, zoom = 0.8) palette = grDevices::colorRampPalette(c("red", "purple", "pink")) render_contours(volcano, offset = 1, palette = palette, zscale = 2, nlevels = 20) render_snapshot() } if(run_documentation()) { #Render using `render_highquality()` for a neon light effect render_highquality(light = FALSE, line_radius = 0.1, sample_method="sobol_blue", path_material = rayrender::light, ground_size = 0, path_material_args = list(importance_sample = FALSE, color = "purple", intensity = 2)) }
#Add contours to the montereybay dataset if(run_documentation()) { montereybay %>% height_shade() %>% add_shadow(ray_shade(montereybay,zscale=50),0.3) %>% plot_3d(montereybay, theta = -45, zscale=50) render_contours(montereybay, zscale = 50, offset = 100) render_snapshot() } if(run_documentation()) { #Specify the number of levels render_contours(montereybay, zscale = 50, offset = 100, nlevels = 30, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Manually specify the breaks with levels render_contours(montereybay, linewidth = 2, offset = 100, zscale = 50, levels = seq(-2000, 0, 100), clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Use a color palette for the contours volcano |> constant_shade() |> plot_3d(volcano, zscale = 2, solid = FALSE, zoom = 0.8) palette = grDevices::colorRampPalette(c("red", "purple", "pink")) render_contours(volcano, offset = 1, palette = palette, zscale = 2, nlevels = 20) render_snapshot() } if(run_documentation()) { #Render using `render_highquality()` for a neon light effect render_highquality(light = FALSE, line_radius = 0.1, sample_method="sobol_blue", path_material = rayrender::light, ground_size = 0, path_material_args = list(importance_sample = FALSE, color = "purple", intensity = 2)) }
Adds depth of field to the current RGL scene by simulating a synthetic aperture.
The size of the circle of confusion is determined by the following formula (z_depth is from the image's depth map).
abs(z_depth-focus)*focal_length^2/(f_stop*z_depth*(focus - focal_length))
render_depth( focus = NULL, focallength = 100, fstop = 4, filename = NULL, preview_focus = FALSE, bokehshape = "circle", bokehintensity = 1, bokehlimit = 0.8, rotation = 0, gamma_correction = TRUE, aberration = 0, transparent_water = FALSE, heightmap = NULL, zscale = NULL, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, progbar = interactive(), software_render = FALSE, width = NULL, height = NULL, camera_location = NULL, camera_lookat = c(0, 0, 0), background = "white", text_angle = NULL, text_size = 10, text_offset = c(0, 0, 0), point_radius = 0.5, line_offset = 1e-07, cache_scene = FALSE, reset_scene_cache = FALSE, print_scene_info = FALSE, instant_capture = interactive(), clear = FALSE, bring_to_front = FALSE, ... )
render_depth( focus = NULL, focallength = 100, fstop = 4, filename = NULL, preview_focus = FALSE, bokehshape = "circle", bokehintensity = 1, bokehlimit = 0.8, rotation = 0, gamma_correction = TRUE, aberration = 0, transparent_water = FALSE, heightmap = NULL, zscale = NULL, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, progbar = interactive(), software_render = FALSE, width = NULL, height = NULL, camera_location = NULL, camera_lookat = c(0, 0, 0), background = "white", text_angle = NULL, text_size = 10, text_offset = c(0, 0, 0), point_radius = 0.5, line_offset = 1e-07, cache_scene = FALSE, reset_scene_cache = FALSE, print_scene_info = FALSE, instant_capture = interactive(), clear = FALSE, bring_to_front = FALSE, ... )
focus |
Focal point. Defaults to the center of the bounding box. Depth in which to blur, in distance to the camera plane. |
focallength |
Default '1'. Focal length of the virtual camera. |
fstop |
Default '1'. F-stop of the virtual camera. |
filename |
The filename of the image to be saved. If this is not given, the image will be plotted instead. |
preview_focus |
Default 'FALSE'. If 'TRUE', a red line will be drawn across the image showing where the camera will be focused. |
bokehshape |
Default 'circle'. Also built-in: 'hex'. The shape of the bokeh. |
bokehintensity |
Default '3'. Intensity of the bokeh when the pixel intensity is greater than 'bokehlimit'. |
bokehlimit |
Default '0.8'. Limit after which the bokeh intensity is increased by 'bokehintensity'. |
rotation |
Default '0'. Number of degrees to rotate the hexagon bokeh shape. |
gamma_correction |
Default 'TRUE'. Controls gamma correction when adding colors. Default exponent of 2.2. |
aberration |
Default '0'. Adds chromatic aberration to the image. Maximum of '1'. |
transparent_water |
Default 'FALSE'. If 'TRUE', depth is determined without water layer. User will have to re-render the water layer with 'render_water()' if they want to recreate the water layer. |
heightmap |
Default 'NULL'. The height matrix for the scene. Passing this will allow 'render_depth()' to automatically redraw the water layer if 'transparent_water = TRUE'. |
zscale |
Default 'NULL'. The zscale value for the heightmap. Passing this will allow 'render_depth()' to automatically redraw the water layer if 'transparent_water = TRUE'. |
title_text |
Default 'NULL'. Text. Adds a title to the image, using magick::image_annotate. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
title_position |
Default 'northwest'. Position of the title. |
image_overlay |
Default 'NULL'. Either a string indicating the location of a png image to overlay over the image (transparency included), or a 4-layer RGBA array. This image will be resized to the dimension of the image if it does not match exactly. |
vignette |
Default 'FALSE'. If 'TRUE' or numeric, a camera vignetting effect will be added to the image. '1' is the darkest vignetting, while '0' is no vignetting. If vignette is a length-2 vector, the second entry will control the blurriness of the vignette effect. |
vignette_color |
Default '"black"'. Color of the vignette. |
vignette_radius |
Default '1.3'. Radius of the vignette, as a porportion of the image dimensions. |
progbar |
Default 'TRUE' if in an interactive session. Displays a progress bar. |
software_render |
Default 'FALSE'. If 'TRUE', rayshader will use the rayvertex package to render the snapshot, which is not constrained by the screen size or requires OpenGL. |
width |
Default 'NULL'. Optional argument to pass to 'rgl::snapshot3d()' to specify the width when 'software_render = TRUE'.. |
height |
Default 'NULL'. Optional argument to pass to 'rgl::snapshot3d()' to specify the height when 'software_render = TRUE'. |
camera_location |
Default 'NULL'. Custom position of the camera. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
camera_lookat |
Default 'NULL'. Custom point at which the camera is directed. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
background |
Default '"white"'. Background color when 'software_render = TRUE'. |
text_angle |
Default 'NULL', which forces the text always to face the camera. If a single angle (degrees), will specify the absolute angle all the labels are facing. If three angles, this will specify all three orientations (relative to the x,y, and z axes) of the text labels. |
text_size |
Default '10'. Height of the text. |
text_offset |
Default 'c(0,0,0)'. Offset to be applied to all text labels. |
point_radius |
Default '0.5'. Radius of 3D points (rendered with 'render_points()'. |
line_offset |
Default '1e-7'. Small number indicating the offset in the scene to apply to lines if using software rendering. Increase this if your lines aren't showing up, or decrease it if lines are appearing through solid objects. |
cache_scene |
Default 'FALSE'. Whether to cache the current scene to memory so it does not have to be converted to a 'raymesh' object each time 'render_snapshot()' is called. If 'TRUE' and a scene has been cached, it will be used when rendering. |
reset_scene_cache |
Default 'FALSE'. Resets the scene cache before rendering. |
print_scene_info |
Default 'FALSE'. If 'TRUE', it will print the position and lookat point of the camera. |
instant_capture |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', a slight delay is added before taking the snapshot. This can help stop prevent rendering issues when running scripts. |
clear |
Default 'FALSE'. If 'TRUE', the current 'rgl' device will be cleared. |
bring_to_front |
Default 'FALSE'. Whether to bring the window to the front when rendering the snapshot. |
... |
Additional parameters to pass to 'rayvertex::rasterize_scene()'. |
4-layer RGBA array.
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50, water=TRUE, waterlinecolor="white", zoom=0.3,theta=-135,fov=70, phi=20) #Preview where the focal plane lies render_depth(preview_focus=TRUE) } if(run_documentation()) { #Render the depth of field effect render_depth(focallength = 300) } if(run_documentation()) { #Add a chromatic aberration effect render_depth(focallength = 300, aberration = 0.3) } if(run_documentation()) { #Render the depth of field effect, ignoring water and re-drawing the waterlayer render_depth(preview_focus=TRUE, heightmap = montereybay, zscale=50, focallength=300, transparent_water=TRUE) render_depth(heightmap = montereybay, zscale=50, focallength=300, transparent_water=TRUE) render_camera(theta=45,zoom=0.15,phi=20) } if(run_documentation()) { #Change the bokeh shape and intensity render_depth(focus=900, bokehshape = "circle",focallength=500,bokehintensity=30, title_text = "Circular Bokeh", title_size = 30, title_color = "white", title_bar_color = "black") render_depth(focus=900, bokehshape = "hex",focallength=500,bokehintensity=30, title_text = "Hexagonal Bokeh", title_size = 30, title_color = "white", title_bar_color = "black") } if(run_documentation()) { #Add a title and vignette effect. render_camera(theta=0,zoom=0.7,phi=30) render_depth(focallength = 250, title_text = "Monterey Bay, CA", title_size = 20, title_color = "white", title_bar_color = "black", vignette = TRUE) }
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50, water=TRUE, waterlinecolor="white", zoom=0.3,theta=-135,fov=70, phi=20) #Preview where the focal plane lies render_depth(preview_focus=TRUE) } if(run_documentation()) { #Render the depth of field effect render_depth(focallength = 300) } if(run_documentation()) { #Add a chromatic aberration effect render_depth(focallength = 300, aberration = 0.3) } if(run_documentation()) { #Render the depth of field effect, ignoring water and re-drawing the waterlayer render_depth(preview_focus=TRUE, heightmap = montereybay, zscale=50, focallength=300, transparent_water=TRUE) render_depth(heightmap = montereybay, zscale=50, focallength=300, transparent_water=TRUE) render_camera(theta=45,zoom=0.15,phi=20) } if(run_documentation()) { #Change the bokeh shape and intensity render_depth(focus=900, bokehshape = "circle",focallength=500,bokehintensity=30, title_text = "Circular Bokeh", title_size = 30, title_color = "white", title_bar_color = "black") render_depth(focus=900, bokehshape = "hex",focallength=500,bokehintensity=30, title_text = "Hexagonal Bokeh", title_size = 30, title_color = "white", title_bar_color = "black") } if(run_documentation()) { #Add a title and vignette effect. render_camera(theta=0,zoom=0.7,phi=30) render_depth(focallength = 250, title_text = "Monterey Bay, CA", title_size = 20, title_color = "white", title_bar_color = "black", vignette = TRUE) }
Render a 2D floating overlay over the map.
Note: Multiple layers with transparency can cause rendering issues in rgl.
render_floating_overlay( overlay = NULL, altitude = NULL, heightmap = NULL, zscale = 1, alpha = 1, baseshape = "rectangle", remove_na = TRUE, reorient = TRUE, clear_layers = FALSE, horizontal_offset = c(0, 0), ... )
render_floating_overlay( overlay = NULL, altitude = NULL, heightmap = NULL, zscale = 1, alpha = 1, baseshape = "rectangle", remove_na = TRUE, reorient = TRUE, clear_layers = FALSE, horizontal_offset = c(0, 0), ... )
overlay |
Overlay (4D RGBA array) to be rendered on the 3D map. |
altitude |
Altitude to place the overlay. |
heightmap |
The underlying surface. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. Adjust the zscale down to exaggerate elevation features. |
alpha |
Default ‘1'. Multiplies the layer’s transparency by this factor. 0 is completely transparent. |
baseshape |
Default 'rectangle'. Shape of the overlay. Options are 'c("rectangle", "circle", "hex")'. |
remove_na |
Default 'TRUE'. Whether to make the overlay transparent above empty spaces (represented by 'NA' values) in the underlying elevation matrix. |
reorient |
Default 'TRUE'. Whether to reorient the image array to match the 3D plot. |
clear_layers |
Default 'FALSE'. Clears all existing floating layers on the visualization. |
horizontal_offset |
Default 'c(0,0)'. Distance (in 3D space) to offset the floating offset in the x/y directions. |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
Adds a 3D floating layer to the map. No return value.
if(run_documentation()) { #Render the road network as a floating overlay layer, along with a label annotation and a floating #point annotation if(all(length(find.package("sf", quiet = TRUE)) > 0, length(find.package("magick", quiet = TRUE)) > 0)) { monterey = c(-121.892933,36.603053) monterey_city = sf::st_sfc(sf::st_point(monterey)) #Generate Overlays road_overlay = generate_line_overlay(monterey_roads_sf, attr(montereybay,"extent"), heightmap = montereybay) point_overlay = generate_point_overlay(monterey_city, color="red", size=12, attr(montereybay,"extent"), heightmap = montereybay) #Create 3D plot (water transparency set to 1 because multiple transparency layers can interfere) montereybay |> height_shade() |> add_shadow(ray_shade(montereybay,zscale=50),0.3) |> plot_3d(montereybay, water = T, wateralpha = 1, windowsize = 800, watercolor = "lightblue") render_camera(theta=-55,phi=45,zoom=0.8) #Render label render_label(montereybay, lat = monterey[2], long = monterey[1], altitude = 9900, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "black", linecolor="darkred") #Render Floating Overlays render_floating_overlay(road_overlay, altitude = 10000,zscale = 50) render_floating_overlay(point_overlay, altitude = 100,zscale = 50) render_snapshot() } }
if(run_documentation()) { #Render the road network as a floating overlay layer, along with a label annotation and a floating #point annotation if(all(length(find.package("sf", quiet = TRUE)) > 0, length(find.package("magick", quiet = TRUE)) > 0)) { monterey = c(-121.892933,36.603053) monterey_city = sf::st_sfc(sf::st_point(monterey)) #Generate Overlays road_overlay = generate_line_overlay(monterey_roads_sf, attr(montereybay,"extent"), heightmap = montereybay) point_overlay = generate_point_overlay(monterey_city, color="red", size=12, attr(montereybay,"extent"), heightmap = montereybay) #Create 3D plot (water transparency set to 1 because multiple transparency layers can interfere) montereybay |> height_shade() |> add_shadow(ray_shade(montereybay,zscale=50),0.3) |> plot_3d(montereybay, water = T, wateralpha = 1, windowsize = 800, watercolor = "lightblue") render_camera(theta=-55,phi=45,zoom=0.8) #Render label render_label(montereybay, lat = monterey[2], long = monterey[1], altitude = 9900, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "black", linecolor="darkred") #Render Floating Overlays render_floating_overlay(road_overlay, altitude = 10000,zscale = 50) render_floating_overlay(point_overlay, altitude = 100,zscale = 50) render_snapshot() } }
Renders a raytraced version of the displayed rgl scene, using the 'rayrender' package. User can specify the light direction, intensity, and color, as well as specify the material of the ground and add additional scene elements.
This function can also generate frames for an animation by passing camera animation information from either 'convert_path_to_animation_coords()' or 'rayrender::generate_camera_motion()' functions.
render_highquality( filename = NA, samples = 128, sample_method = "sobol_blue", min_variance = 1e-07, light = TRUE, lightdirection = 315, lightaltitude = 45, lightsize = NULL, lightintensity = 500, lightcolor = "white", material = rayrender::diffuse(), override_material = FALSE, cache_scene = FALSE, reset_scene_cache = FALSE, width = NULL, height = NULL, text_angle = NULL, text_size = 6, text_offset = c(0, 0, 0), line_radius = 0.5, point_radius = 0.5, smooth_line = FALSE, use_extruded_paths = FALSE, scale_text_angle = NULL, scale_text_size = 6, scale_text_offset = c(0, 0, 0), title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, ground_material = rayrender::diffuse(), ground_size = 1e+05, scene_elements = NULL, camera_location = NULL, camera_lookat = NULL, camera_interpolate = 1, clear = FALSE, return_scene = FALSE, print_scene_info = FALSE, clamp_value = 10, calculate_consistent_normals = FALSE, load_normals = TRUE, point_material = rayrender::diffuse, point_material_args = list(), path_material = rayrender::diffuse, path_material_args = list(), animation_camera_coords = NULL, ... )
render_highquality( filename = NA, samples = 128, sample_method = "sobol_blue", min_variance = 1e-07, light = TRUE, lightdirection = 315, lightaltitude = 45, lightsize = NULL, lightintensity = 500, lightcolor = "white", material = rayrender::diffuse(), override_material = FALSE, cache_scene = FALSE, reset_scene_cache = FALSE, width = NULL, height = NULL, text_angle = NULL, text_size = 6, text_offset = c(0, 0, 0), line_radius = 0.5, point_radius = 0.5, smooth_line = FALSE, use_extruded_paths = FALSE, scale_text_angle = NULL, scale_text_size = 6, scale_text_offset = c(0, 0, 0), title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, ground_material = rayrender::diffuse(), ground_size = 1e+05, scene_elements = NULL, camera_location = NULL, camera_lookat = NULL, camera_interpolate = 1, clear = FALSE, return_scene = FALSE, print_scene_info = FALSE, clamp_value = 10, calculate_consistent_normals = FALSE, load_normals = TRUE, point_material = rayrender::diffuse, point_material_args = list(), path_material = rayrender::diffuse, path_material_args = list(), animation_camera_coords = NULL, ... )
filename |
Default 'NA'. Filename of saved image. If missing, will display to current device. |
samples |
Default '128'. The maximum number of samples for each pixel. Increase this to increase the quality of the rendering. |
sample_method |
Default '"sobol_blue"', unless 'samples > 256', in which it defaults to '"sobol"'. The type of sampling method used to generate random numbers. The other options are 'random' (worst quality but fastest), 'sobol_blue' (best option for sample counts below 256), and 'sobol' (slowest but best quality, better than 'sobol_blue' for sample counts greater than 256). |
min_variance |
Default '1e-6'. Minimum acceptable variance for a block of pixels for the adaptive sampler. Smaller numbers give higher quality images, at the expense of longer rendering times. If this is set to zero, the adaptive sampler will be turned off and the renderer will use the maximum number of samples everywhere. |
light |
Default 'TRUE'. Whether there should be a light in the scene. If not, the scene will be lit with a bluish sky. |
lightdirection |
Default '315'. Position of the light angle around the scene. If this is a vector longer than one, multiple lights will be generated (using values from 'lightaltitude', 'lightintensity', and 'lightcolor') |
lightaltitude |
Default '45'. Angle above the horizon that the light is located. If this is a vector longer than one, multiple lights will be generated (using values from 'lightdirection', 'lightintensity', and 'lightcolor') |
lightsize |
Default 'NULL'. Radius of the light(s). Automatically chosen, but can be set here by the user. |
lightintensity |
Default '500'. Intensity of the light. |
lightcolor |
Default 'white'. The color of the light. |
material |
Default 'rayrender::diffuse()'. The material properties of the object file. Only used if 'override_material = TRUE' |
override_material |
Default 'FALSE'. Whether to override the default diffuse material with that in argument 'material'. |
cache_scene |
Default 'FALSE'. Whether to cache the current scene to memory so it does not have to be converted to a 'raymesh' object each time 'render_snapshot()' is called. If 'TRUE' and a scene has been cached, it will be used when rendering. |
reset_scene_cache |
Default 'FALSE'. Resets the scene cache before rendering. |
width |
Defaults to the width of the rgl window. Width of the rendering. |
height |
Defaults to the height of the rgl window. Height of the rendering. |
text_angle |
Default 'NULL', which forces the text always to face the camera. If a single angle (degrees), will specify the absolute angle all the labels are facing. If three angles, this will specify all three orientations (relative to the x,y, and z axes) of the text labels. |
text_size |
Default '6'. Height of the text. |
text_offset |
Default 'c(0,0,0)'. Offset to be applied to all text labels. |
line_radius |
Default '0.5'. Radius of line/path segments. |
point_radius |
Default '1'. Radius of 3D points (rendered with 'render_points()'). This scales the existing value of size specified in 'render_points()'. |
smooth_line |
Default 'FALSE'. If 'TRUE', the line will be rendered with a continuous smooth line, rather than straight segments. |
use_extruded_paths |
Default 'TRUE'. If 'FALSE', paths will be generated with the 'rayrender::path()' object, instead of 'rayrender::extruded_path()'. |
scale_text_angle |
Default 'NULL'. Same as 'text_angle', but for the scale bar. |
scale_text_size |
Default '6'. Height of the scale bar text. |
scale_text_offset |
Default 'c(0,0,0)'. Offset to be applied to all scale bar text labels. |
title_text |
Default 'NULL'. Text. Adds a title to the image, using magick::image_annotate. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
ground_material |
Default 'diffuse()'. Material defined by the rayrender material functions. |
ground_size |
Default '100000'. The width of the plane representing the ground. |
scene_elements |
Default 'NULL'. Extra scene elements to add to the scene, created with rayrender. |
camera_location |
Default 'NULL'. Custom position of the camera. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
camera_lookat |
Default 'NULL'. Custom point at which the camera is directed. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
camera_interpolate |
Default 'c(0,0)'. Maximum '1', minimum '0'. Sets the camera at a point between the 'rgl' view and the 'camera_location' and 'camera_lookat' vectors. |
clear |
Default 'FALSE'. If 'TRUE', the current 'rgl' device will be cleared. |
return_scene |
Default 'FALSE'. If 'TRUE', this will return the rayrender scene (instead of rendering the image). |
print_scene_info |
Default 'FALSE'. If 'TRUE', it will print the position and lookat point of the camera. |
clamp_value |
Default '10'. See documentation for 'rayrender::render_scene()'. |
calculate_consistent_normals |
Default 'FALSE'. Whether to calculate consistent vertex normals to prevent energy loss at edges. |
load_normals |
Default 'TRUE'. Whether to load the vertex normals if they exist in the OBJ file. |
point_material |
Default 'rayrender::diffuse'. The rayrender material function to be applied to point data. |
point_material_args |
Default empty 'list()'. The function arguments to 'point_material'. The argument 'color' will be automatically extracted from the rgl scene, but all other arguments can be specified here. |
path_material |
Default 'rayrender::diffuse'. The rayrender material function to be applied to path data. |
path_material_args |
Default empty 'list()'. The function arguments to 'path_material'. The argument 'color' will be automatically extracted from the rgl scene, but all other arguments can be specified here. |
animation_camera_coords |
Default 'NULL'. Expects camera animation output from either 'convert_path_to_animation_coords()' or 'rayrender::generate_camera_motion()' functions. |
... |
Additional parameters to pass to 'rayrender::render_scene'() |
#Render the volcano dataset using pathtracing if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale = 2) render_highquality(min_variance = 0, sample_method = "sobol_blue") } #Change position of light if(run_documentation()) { render_highquality(lightdirection = 45, min_variance = 0, sample_method = "sobol_blue") } #Change vertical position of light if(run_documentation()) { render_highquality(lightdirection = 45, lightaltitude = 10, min_variance = 0, sample_method = "sobol_blue") } #Change the ground material if(run_documentation()) { render_highquality(lightdirection = 45, lightaltitude=60, ground_material = rayrender::diffuse(checkerperiod = 30, checkercolor="grey50"), min_variance = 0, sample_method = "sobol_blue") } #Add three different color lights and a title if(run_documentation()) { render_highquality(lightdirection = c(0,120,240), lightaltitude=45, lightcolor=c("red","green","blue"), title_text = "Red, Green, Blue", title_bar_color="white", title_bar_alpha=0.8, min_variance = 0, sample_method = "sobol_blue") } #Change the camera: if(run_documentation()) { render_camera(theta=-45,phi=60,fov=60,zoom=0.8) render_highquality(lightdirection = c(0), title_bar_color="white", title_bar_alpha=0.8, min_variance = 0, sample_method = "sobol_blue") } #Add a shiny metal sphere if(run_documentation()) { render_camera(theta=-45,phi=60,fov=60,zoom=0.8) render_highquality(lightdirection = c(0,120,240), lightaltitude=45, lightcolor=c("red","green","blue"), scene_elements = rayrender::sphere(z=-60,y=0, radius=20,material=rayrender::metal()), min_variance = 0, sample_method = "sobol_blue") } #Add a red light to the volcano and change the ambient light to dusk if(run_documentation()) { render_camera(theta=45,phi=45) render_highquality(lightdirection = c(240), lightaltitude=30, lightcolor=c("#5555ff"), scene_elements = rayrender::sphere(z=0,y=15, x=-18, radius=5, material=rayrender::light(color="red",intensity=10)), min_variance = 0, sample_method = "sobol_blue") } #Manually change the camera location and direction if(run_documentation()) { render_camera(theta=45,phi=45,fov=90) render_highquality(lightdirection = c(240), lightaltitude=30, lightcolor=c("#5555ff"), camera_location = c(50,10,10), camera_lookat = c(0,15,0), scene_elements = rayrender::sphere(z=0,y=15, x=-18, radius=5, material=rayrender::light(color="red",intensity=10)), min_variance = 0, sample_method = "sobol_blue") }
#Render the volcano dataset using pathtracing if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale = 2) render_highquality(min_variance = 0, sample_method = "sobol_blue") } #Change position of light if(run_documentation()) { render_highquality(lightdirection = 45, min_variance = 0, sample_method = "sobol_blue") } #Change vertical position of light if(run_documentation()) { render_highquality(lightdirection = 45, lightaltitude = 10, min_variance = 0, sample_method = "sobol_blue") } #Change the ground material if(run_documentation()) { render_highquality(lightdirection = 45, lightaltitude=60, ground_material = rayrender::diffuse(checkerperiod = 30, checkercolor="grey50"), min_variance = 0, sample_method = "sobol_blue") } #Add three different color lights and a title if(run_documentation()) { render_highquality(lightdirection = c(0,120,240), lightaltitude=45, lightcolor=c("red","green","blue"), title_text = "Red, Green, Blue", title_bar_color="white", title_bar_alpha=0.8, min_variance = 0, sample_method = "sobol_blue") } #Change the camera: if(run_documentation()) { render_camera(theta=-45,phi=60,fov=60,zoom=0.8) render_highquality(lightdirection = c(0), title_bar_color="white", title_bar_alpha=0.8, min_variance = 0, sample_method = "sobol_blue") } #Add a shiny metal sphere if(run_documentation()) { render_camera(theta=-45,phi=60,fov=60,zoom=0.8) render_highquality(lightdirection = c(0,120,240), lightaltitude=45, lightcolor=c("red","green","blue"), scene_elements = rayrender::sphere(z=-60,y=0, radius=20,material=rayrender::metal()), min_variance = 0, sample_method = "sobol_blue") } #Add a red light to the volcano and change the ambient light to dusk if(run_documentation()) { render_camera(theta=45,phi=45) render_highquality(lightdirection = c(240), lightaltitude=30, lightcolor=c("#5555ff"), scene_elements = rayrender::sphere(z=0,y=15, x=-18, radius=5, material=rayrender::light(color="red",intensity=10)), min_variance = 0, sample_method = "sobol_blue") } #Manually change the camera location and direction if(run_documentation()) { render_camera(theta=45,phi=45,fov=90) render_highquality(lightdirection = c(240), lightaltitude=30, lightcolor=c("#5555ff"), camera_location = c(50,10,10), camera_lookat = c(0,15,0), scene_elements = rayrender::sphere(z=0,y=15, x=-18, radius=5, material=rayrender::light(color="red",intensity=10)), min_variance = 0, sample_method = "sobol_blue") }
Adds a marker and label to the current 3D plot
render_label( heightmap, text, lat, long, altitude = NULL, extent = NULL, x = NULL, y = NULL, z = NULL, zscale = 1, relativez = TRUE, offset = 0, clear_previous = FALSE, textsize = 1, dashed = FALSE, dashlength = "auto", linewidth = 3, antialias = FALSE, alpha = 1, textalpha = 1, freetype = TRUE, adjustvec = NULL, family = "sans", fonttype = "standard", linecolor = "black", textcolor = "black" )
render_label( heightmap, text, lat, long, altitude = NULL, extent = NULL, x = NULL, y = NULL, z = NULL, zscale = 1, relativez = TRUE, offset = 0, clear_previous = FALSE, textsize = 1, dashed = FALSE, dashlength = "auto", linewidth = 3, antialias = FALSE, alpha = 1, textalpha = 1, freetype = TRUE, adjustvec = NULL, family = "sans", fonttype = "standard", linecolor = "black", textcolor = "black" )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
text |
The label text. |
lat |
A latitude for the text. Must provide an 'raster::extent' object to argument 'extent' for the map. |
long |
A latitude for the text. Must provide an 'raster::extent' object to argument 'extent' for the map. |
altitude |
Default 'NULL'. Elevation of the label, in units of the elevation matrix (scaled by zscale). If none is passed, this will default to 10 percent above the maximum altitude in the heightmap. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
x |
Default 'NULL'. Directly specify the 'x' index in the matrix to place the label. |
y |
Default 'NULL'. Directly specify the 'y' index in the matrix to place the label. |
z |
Default 'NULL'. Elevation of the label, in units of the elevation matrix (scaled by zscale). |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units |
relativez |
Default 'TRUE'. Whether 'z' should be measured in relation to the underlying elevation at that point in the heightmap, or set absolutely ('FALSE'). |
offset |
Elevation above the surface (at the label point) to start drawing the line. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing text and lines rendered with 'render_label()'. If no other arguments are passed to 'render_label()', this will just remove all existing lines. |
textsize |
Default '1'. A numeric character expansion value. |
dashed |
Default 'FALSE'. If 'TRUE', the label line is dashed. |
dashlength |
Default 'auto'. Length, in units of the elevation matrix (scaled by 'zscale') of the dashes if 'dashed = TRUE'. |
linewidth |
Default '3'. The line width. |
antialias |
Default 'FALSE'. If 'TRUE', the line with be have anti-aliasing applied. NOTE: anti-aliasing can cause some unpredictable behavior with transparent surfaces. |
alpha |
Default '1'. Transparency of the label line. |
textalpha |
Default '1'. Transparency of the label text. |
freetype |
Default 'TRUE'. Set to 'FALSE' if freetype is not installed (freetype enables anti-aliased fonts). NOTE: There are occasionally transparency issues when positioning Freetype fonts in front and behind a transparent surface. |
adjustvec |
Default 'c(0.5,-0.5)'. The horizontal and vertical offset for the text. If 'freetype = FALSE' and on macOS/Linux, this is adjusted to 'c(0.33,-0.5)' to keep the type centered. |
family |
Default '"sans"'. Font family. Choices are 'c("serif", "sans", "mono", "symbol")'. |
fonttype |
Default '"standard"'. The font type. Choices are 'c("standard", "bold", "italic", "bolditalic")'. NOTE: These require FreeType fonts, which may not be installed on your system. See the documentation for rgl::text3d() for more information. |
linecolor |
Default 'black'. Color of the line. |
textcolor |
Default 'black'. Color of the text. |
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, watercolor="#233aa1") render_snapshot() } santa_cruz = c(36.962957, -122.021033) #We want to add a label to Santa Cruz, so we use the x and y matrix coordinate (x=220 and y=330) if(run_documentation()) { render_label(montereybay,lat = santa_cruz[1], long = santa_cruz[2], extent = attr(montereybay, "extent"), altitude=12000, zscale=50, text = "Santa Cruz") render_snapshot() } monterey = c(36.603053, -121.892933) #We can also change the linetype to dashed by setting `dashed = TRUE` (additional options allow #the user to control the dash length). You can clear the existing lines by setting #`clear_previous = TRUE`. if(run_documentation()) { render_label(montereybay, lat = monterey[1], long = monterey[2], altitude = 10000, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "white", linecolor="darkred", dashed = TRUE, clear_previous = TRUE) render_snapshot() } canyon = c(36.621049, -122.333912) #By default, z specifies the altitude above that point on the elevation matrix. We can also specify #an absolute height by setting `relativez=FALSE`. if(run_documentation()) { render_label(montereybay,lat=canyon[1], long = canyon[2], altitude = 2000, extent = attr(montereybay,"extent"), zscale=50,text = "Monterey Canyon", relativez=FALSE) render_snapshot() } #We can also render labels in high quality with `render_highquality()`, specifying a custom #line radius. By default, the labels point towards the camera, but you can fix their angle with #argument `text_angle`. if(run_documentation()) { render_camera(theta=35, phi = 35, zoom = 0.80, fov=60) render_label(montereybay, lat = monterey[1], long = monterey[2], altitude = 10000, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "white", linecolor="darkred", dashed = TRUE, clear_previous = TRUE) render_label(montereybay,lat=canyon[1], long = canyon[2], altitude = 2000, zscale=50, extent = attr(montereybay,"extent"), textcolor = "white", linecolor="white", text = "Monterey Canyon", relativez=FALSE) render_highquality(samples = 128,text_size = 24, line_radius = 2, text_offset = c(0, 20, 0), lightdirection = 180, clamp_value = 10, min_variance = 0, sample_method = "sobol_blue") } if(run_documentation()) { #Fixed text angle render_highquality(samples = 128,text_size = 24, line_radius = 2, text_offset = c(0, 20, 0), lightdirection = 180, text_angle = 0, clamp_value=10, min_variance = 0, sample_method = "sobol_blue") } #We can remove all existing labels by calling `render_label(clear_previous = TRUE)` if(run_documentation()) { render_label(clear_previous = TRUE) render_snapshot() }
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, watercolor="#233aa1") render_snapshot() } santa_cruz = c(36.962957, -122.021033) #We want to add a label to Santa Cruz, so we use the x and y matrix coordinate (x=220 and y=330) if(run_documentation()) { render_label(montereybay,lat = santa_cruz[1], long = santa_cruz[2], extent = attr(montereybay, "extent"), altitude=12000, zscale=50, text = "Santa Cruz") render_snapshot() } monterey = c(36.603053, -121.892933) #We can also change the linetype to dashed by setting `dashed = TRUE` (additional options allow #the user to control the dash length). You can clear the existing lines by setting #`clear_previous = TRUE`. if(run_documentation()) { render_label(montereybay, lat = monterey[1], long = monterey[2], altitude = 10000, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "white", linecolor="darkred", dashed = TRUE, clear_previous = TRUE) render_snapshot() } canyon = c(36.621049, -122.333912) #By default, z specifies the altitude above that point on the elevation matrix. We can also specify #an absolute height by setting `relativez=FALSE`. if(run_documentation()) { render_label(montereybay,lat=canyon[1], long = canyon[2], altitude = 2000, extent = attr(montereybay,"extent"), zscale=50,text = "Monterey Canyon", relativez=FALSE) render_snapshot() } #We can also render labels in high quality with `render_highquality()`, specifying a custom #line radius. By default, the labels point towards the camera, but you can fix their angle with #argument `text_angle`. if(run_documentation()) { render_camera(theta=35, phi = 35, zoom = 0.80, fov=60) render_label(montereybay, lat = monterey[1], long = monterey[2], altitude = 10000, extent = attr(montereybay, "extent"), zscale = 50, text = "Monterey", textcolor = "white", linecolor="darkred", dashed = TRUE, clear_previous = TRUE) render_label(montereybay,lat=canyon[1], long = canyon[2], altitude = 2000, zscale=50, extent = attr(montereybay,"extent"), textcolor = "white", linecolor="white", text = "Monterey Canyon", relativez=FALSE) render_highquality(samples = 128,text_size = 24, line_radius = 2, text_offset = c(0, 20, 0), lightdirection = 180, clamp_value = 10, min_variance = 0, sample_method = "sobol_blue") } if(run_documentation()) { #Fixed text angle render_highquality(samples = 128,text_size = 24, line_radius = 2, text_offset = c(0, 20, 0), lightdirection = 180, text_angle = 0, clamp_value=10, min_variance = 0, sample_method = "sobol_blue") } #We can remove all existing labels by calling `render_label(clear_previous = TRUE)` if(run_documentation()) { render_label(clear_previous = TRUE) render_snapshot() }
Renders a movie using the av or gifski packages. Moves the camera around a 3D visualization using either a standard orbit, or accepts vectors listing user-defined values for each camera parameter. If the latter, the values must be equal in length to 'frames' (or of length '1', in which the value will be fixed).
render_movie( filename, type = "orbit", frames = 360, fps = 30, phi = 30, theta = 0, zoom = NULL, fov = NULL, width = NULL, height = NULL, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, title_position = "northwest", audio = NULL, progbar = interactive(), ... )
render_movie( filename, type = "orbit", frames = 360, fps = 30, phi = 30, theta = 0, zoom = NULL, fov = NULL, width = NULL, height = NULL, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, title_position = "northwest", audio = NULL, progbar = interactive(), ... )
filename |
Filename. If not appended with '.mp4', it will be appended automatically. If the file extension is 'gif', the gifski package will be used to generate the animation. |
type |
Default 'orbit', which orbits the 3D object at the user-set camera settings 'phi', 'zoom', and 'fov'. Other options are 'oscillate' (sine wave around 'theta' value, covering 90 degrees), or 'custom' (which uses the values from the 'theta', 'phi', 'zoom', and 'fov' vectors passed in by the user). |
frames |
Default '360'. Number of frames to render. |
fps |
Default '30'. Frames per second. Recommmend either 30 or 60 for web. |
phi |
Defaults to current view. Azimuth values, in degrees. |
theta |
Default to current view. Theta values, in degrees. |
zoom |
Defaults to the current view. Zoom value, between '0' and '1'. |
fov |
Defaults to the current view. Field of view values, in degrees. |
width |
Default 'NULL', uses the window size by default. Width of the movie. Note that the frames will still be captured at the resolution (and aspect ratio) of the rgl window. |
height |
Default 'NULL', uses the window size by default. Height of the movie. Note that the frames will still be captured at the resolution (and aspect ratio) of the rgl window. |
title_text |
Default 'NULL'. Text. Adds a title to the movie, using magick::image_annotate. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
image_overlay |
Default 'NULL'. Either a string indicating the location of a png image to overlay over the whole movie (transparency included), or a 4-layer RGBA array. This image will be resized to the dimension of the movie if it does not match exactly. |
vignette |
Default 'FALSE'. If 'TRUE' or numeric, a camera vignetting effect will be added to the image. '1' is the darkest vignetting, while '0' is no vignetting. If vignette is a length-2 vector, the second entry will control the blurriness of the vignette effect. |
vignette_color |
Default '"black"'. Color of the vignette. |
vignette_radius |
Default '1.3'. Radius of the vignette, as a porportion of the image dimensions. |
title_position |
Default 'northwest'. Position of the title. |
audio |
Default 'NULL'. Optional file with audio to add to the video. |
progbar |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', turns off progress bar. Will display a progress bar when adding an overlay or title. |
... |
Additional parameters to pass to magick::image_annotate. |
if(interactive()) { filename_movie = tempfile() #By default, the function produces a 12 second orbit at 30 frames per second, at 30 degrees azimuth. montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", waterlinecolor="white", waterlinealpha=0.5) #Un-comment the following to run: #render_movie(filename = filename_movie) filename_movie = tempfile() #You can change to an oscillating orbit. The magnification is increased and azimuth angle set to 30. #A title has also been added using the title_text argument. #Un-comment the following to run: #render_movie(filename = filename_movie, type = "oscillate", # frames = 60, phi = 30, zoom = 0.8, theta = -90, # title_text = "Monterey Bay: Oscillating") filename_movie = tempfile() #Finally, you can pass your own set of values to the #camera parameters as a vector with type = "custom". phivechalf = 30 + 60 * 1/(1 + exp(seq(-7, 20, length.out = 180)/2)) phivecfull = c(phivechalf, rev(phivechalf)) thetavec = -90 + 45 * sin(seq(0,359,length.out = 360) * pi/180) zoomvec = 0.45 + 0.2 * 1/(1 + exp(seq(-5, 20, length.out = 180))) zoomvecfull = c(zoomvec, rev(zoomvec)) #Un-comment the following to run #render_movie(filename = filename_movie, type = "custom", # frames = 360, phi = phivecfull, zoom = zoomvecfull, theta = thetavec) }
if(interactive()) { filename_movie = tempfile() #By default, the function produces a 12 second orbit at 30 frames per second, at 30 degrees azimuth. montereybay %>% sphere_shade(texture="imhof1") %>% plot_3d(montereybay, zscale=50, water = TRUE, watercolor="imhof1", waterlinecolor="white", waterlinealpha=0.5) #Un-comment the following to run: #render_movie(filename = filename_movie) filename_movie = tempfile() #You can change to an oscillating orbit. The magnification is increased and azimuth angle set to 30. #A title has also been added using the title_text argument. #Un-comment the following to run: #render_movie(filename = filename_movie, type = "oscillate", # frames = 60, phi = 30, zoom = 0.8, theta = -90, # title_text = "Monterey Bay: Oscillating") filename_movie = tempfile() #Finally, you can pass your own set of values to the #camera parameters as a vector with type = "custom". phivechalf = 30 + 60 * 1/(1 + exp(seq(-7, 20, length.out = 180)/2)) phivecfull = c(phivechalf, rev(phivechalf)) thetavec = -90 + 45 * sin(seq(0,359,length.out = 360) * pi/180) zoomvec = 0.45 + 0.2 * 1/(1 + exp(seq(-5, 20, length.out = 180))) zoomvecfull = c(zoomvec, rev(zoomvec)) #Un-comment the following to run #render_movie(filename = filename_movie, type = "custom", # frames = 360, phi = phivecfull, zoom = zoomvecfull, theta = thetavec) }
Adds MULTIPOLYGONZ will be plotted in the coordinate system set by the user-specified 'extent' argument as-is.
You can also use 'save_multipolygonz_to_obj()' manually to convert sf objects
render_multipolygonz( sfobj, extent = NULL, zscale = 1, heightmap = NULL, color = "grey50", offset = 0, obj_zscale = TRUE, swap_yz = TRUE, clear_previous = FALSE, baseshape = "rectangle", rgl_tag = "_multipolygon", ... )
render_multipolygonz( sfobj, extent = NULL, zscale = 1, heightmap = NULL, color = "grey50", offset = 0, obj_zscale = TRUE, swap_yz = TRUE, clear_previous = FALSE, baseshape = "rectangle", rgl_tag = "_multipolygon", ... )
sfobj |
An sf object with MULTIPOLYGON Z geometry. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
color |
Default 'black'. Color of the 3D model, if 'load_material = FALSE'. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
obj_zscale |
Default 'TRUE'. Whether to scale the size of the OBJ by zscale to have it match the size of the map. If zscale is very big, this will make the model very small. |
swap_yz |
Default 'TRUE'. Whether to swap and Y and Z axes. (Y axis is vertical in rayshader coordinates, but data is often provided with Z being vertical). |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing points. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
rgl_tag |
Default '""'. Tag to add to the rgl scene id, will be prefixed by '"obj"' |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
run_examples = length(find.package("sf", quiet = TRUE)) && length(find.package("elevatr", quiet = TRUE)) && length(find.package("raster", quiet = TRUE)) && run_documentation() if(run_examples) { library(sf) #Set location of washington monument washington_monument_location = st_point(c(-77.035249, 38.889462)) wm_point = washington_monument_location |> st_point() |> st_sfc(crs = 4326) |> st_transform(st_crs(washington_monument_multipolygonz)) elevation_data = elevatr::get_elev_raster(locations = wm_point, z = 14) scene_bbox = st_bbox(st_buffer(wm_point,300)) cropped_data = raster::crop(elevation_data, scene_bbox) #Use rayshader to convert that raster data to a matrix dc_elevation_matrix = raster_to_matrix(cropped_data) #Remove negative elevation data dc_elevation_matrix[dc_elevation_matrix < 0] = 0 #Plot a 3D map of the national mall dc_elevation_matrix |> height_shade() |> add_shadow(lamb_shade(dc_elevation_matrix), 0) |> plot_3d(dc_elevation_matrix, zscale=3.7, water = TRUE, waterdepth = 1, soliddepth=-50, windowsize = 800) render_snapshot() } if(run_examples) { #Zoom in on the monument render_camera(theta=150, phi=35, zoom= 0.55, fov=70) #Render the national monument rgl::par3d(ignoreExtent = TRUE) render_multipolygonz(washington_monument_multipolygonz, extent = raster::extent(cropped_data), zscale = 4, color = "white", heightmap = dc_elevation_matrix) render_snapshot() } if(run_examples) { #This works with `render_highquality()` render_highquality(sample_method="sobol_blue", clamp_value=10, min_variance = 0) }
run_examples = length(find.package("sf", quiet = TRUE)) && length(find.package("elevatr", quiet = TRUE)) && length(find.package("raster", quiet = TRUE)) && run_documentation() if(run_examples) { library(sf) #Set location of washington monument washington_monument_location = st_point(c(-77.035249, 38.889462)) wm_point = washington_monument_location |> st_point() |> st_sfc(crs = 4326) |> st_transform(st_crs(washington_monument_multipolygonz)) elevation_data = elevatr::get_elev_raster(locations = wm_point, z = 14) scene_bbox = st_bbox(st_buffer(wm_point,300)) cropped_data = raster::crop(elevation_data, scene_bbox) #Use rayshader to convert that raster data to a matrix dc_elevation_matrix = raster_to_matrix(cropped_data) #Remove negative elevation data dc_elevation_matrix[dc_elevation_matrix < 0] = 0 #Plot a 3D map of the national mall dc_elevation_matrix |> height_shade() |> add_shadow(lamb_shade(dc_elevation_matrix), 0) |> plot_3d(dc_elevation_matrix, zscale=3.7, water = TRUE, waterdepth = 1, soliddepth=-50, windowsize = 800) render_snapshot() } if(run_examples) { #Zoom in on the monument render_camera(theta=150, phi=35, zoom= 0.55, fov=70) #Render the national monument rgl::par3d(ignoreExtent = TRUE) render_multipolygonz(washington_monument_multipolygonz, extent = raster::extent(cropped_data), zscale = 4, color = "white", heightmap = dc_elevation_matrix) render_snapshot() } if(run_examples) { #This works with `render_highquality()` render_highquality(sample_method="sobol_blue", clamp_value=10, min_variance = 0) }
Adds 3D OBJ model to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object. If no altitude is provided, the OBJ will be elevated a constant offset above the heightmap. If the OBJ goes off the edge, the OBJ will be filtered out.
If no latitudes or longitudes are passed in, the OBJ will be plotted in the coordinate system set by the user-specified 'extent' argument as-is. Use this alongside 'save_multipolygonz_to_obj()' to plot 3D polygons imported from geospatial sources in the proper location (but for ease of use, use 'render_multipolygonz()' to plot this data directly).
render_obj( filename, extent = NULL, lat = NULL, long = NULL, altitude = NULL, xyz = NULL, zscale = 1, heightmap = NULL, load_material = FALSE, load_normals = TRUE, color = "grey50", offset = 0, obj_zscale = FALSE, swap_yz = NULL, angle = c(0, 0, 0), scale = c(1, 1, 1), clear_previous = FALSE, baseshape = "rectangle", lit = FALSE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 0.3, light_relative = FALSE, rgl_tag = "", ... )
render_obj( filename, extent = NULL, lat = NULL, long = NULL, altitude = NULL, xyz = NULL, zscale = 1, heightmap = NULL, load_material = FALSE, load_normals = TRUE, color = "grey50", offset = 0, obj_zscale = FALSE, swap_yz = NULL, angle = c(0, 0, 0), scale = c(1, 1, 1), clear_previous = FALSE, baseshape = "rectangle", lit = FALSE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 0.3, light_relative = FALSE, rgl_tag = "", ... )
filename |
Filename for the OBJ file. |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). |
long |
Vector of longitudes (or other coordinate in the same coordinate reference system as extent). |
altitude |
Default 'NULL'. Elevation of each point, in units of the elevation matrix (scaled by 'zscale'). If left 'NULL', this will be just the elevation value at ths surface, offset by 'offset'. If a single value, the OBJ will be rendered at that altitude. |
xyz |
Default 'NULL', ignored. A 3 column numeric matrix, with each row specifying the x/y/z coordinates of the OBJ model(s). Overrides lat/long/altitude and ignores extent to plot the OBJ in raw rgl coordinates. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
load_material |
Default 'TRUE'. Whether to load the accompanying MTL file to load materials for the 3D model. |
load_normals |
Default 'TRUE'. Whether to load normals for the 3D model. |
color |
Default 'black'. Color of the 3D model, if 'load_material = FALSE'. |
offset |
Default '5'. Offset of the model from the surface, if 'altitude = NULL'. |
obj_zscale |
Default 'FALSE'. Whether to scale the size of the OBJ by zscale to have it match the size of the map. If zscale is very big, this will make the model very small. |
swap_yz |
Default 'NULL', defaults to 'FALSE' unless plotting raw coordinates (no lat or long passed). Whether to swap and Y and Z axes. (Y axis is vertical in rayshader coordinates, but data is often provided with Z being vertical). |
angle |
Default 'c(0,0,0)'. Angle of rotation around the x, y, and z axes. If this is a matrix or list, each row (or list entry) specifies the rotation of the nth model specified (number of rows/length of list must equal the length of 'lat'/'long'). |
scale |
Default 'c(1,1,1)'. Amount to scale the 3D model in the x, y, and z axes. If this is a matrix or list, each row (or list entry) specifies the scale of the nth model specified (number of rows/length of list must equal the length of 'lat'/'long'). |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing points. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
lit |
Default 'TRUE'. Whether to light the polygons. |
light_altitude |
Default 'c(45, 60)'. Degree(s) from the horizon from which to light the polygons. |
light_direction |
Default 'c(45, 60)'. Degree(s) from north from which to light the polygons. |
light_intensity |
Default '0.3'. Intensity of the specular highlight on the polygons. |
light_relative |
Default 'FALSE'. Whether the light direction should be taken relative to the camera, or absolute. |
rgl_tag |
Default '""'. Tag to add to the rgl scene id, will be prefixed by '"obj"' |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
if(run_documentation()) { #Render the 3D map moss_landing_coord = c(36.806807, -121.793332) montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) t = seq(0,2*pi,length.out=100) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) #Create a rainbow spectrum of flags render_obj(flag_full_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=c(0,45,0), zscale=50, color=rainbow(100), smooth = FALSE, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Rotate the flag to follow the circle render_obj(flag_full_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color=rainbow(100), smooth = FALSE, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Style the pole with a different color render_obj(flag_pole_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color="grey20", smooth = FALSE, clear_previous = TRUE) render_obj(flag_banner_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color=rainbow(100), smooth = FALSE) #And all of these work with `render_highquality()` render_highquality(sample_method="sobol_blue",clamp_value=10) }
if(run_documentation()) { #Render the 3D map moss_landing_coord = c(36.806807, -121.793332) montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) t = seq(0,2*pi,length.out=100) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) #Create a rainbow spectrum of flags render_obj(flag_full_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=c(0,45,0), zscale=50, color=rainbow(100), smooth = FALSE, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Rotate the flag to follow the circle render_obj(flag_full_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color=rainbow(100), smooth = FALSE, clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #Style the pole with a different color render_obj(flag_pole_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color="grey20", smooth = FALSE, clear_previous = TRUE) render_obj(flag_banner_obj(), extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), scale=c(2,2,2), angle=matrix(c(rep(0,100), seq(0,-360,length.out=101)[-1],rep(0,100)),ncol=3), zscale=50, color=rainbow(100), smooth = FALSE) #And all of these work with `render_highquality()` render_highquality(sample_method="sobol_blue",clamp_value=10) }
Adds a 3D path to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object. If no altitude is provided, the path will be elevated a constant offset above the heightmap. If the path goes off the edge, the nearest height on the heightmap will be used.
render_path( lat, long = NULL, altitude = NULL, groups = NULL, extent = NULL, zscale = 1, heightmap = NULL, resample_evenly = FALSE, resample_n = 360, reorder = FALSE, reorder_first_index = 1, reorder_duplicate_tolerance = 0.1, reorder_merge_tolerance = 1, simplify_tolerance = 0, linewidth = 3, color = "black", antialias = FALSE, offset = 5, clear_previous = FALSE, return_coords = FALSE, tag = "path3d" )
render_path( lat, long = NULL, altitude = NULL, groups = NULL, extent = NULL, zscale = 1, heightmap = NULL, resample_evenly = FALSE, resample_n = 360, reorder = FALSE, reorder_first_index = 1, reorder_duplicate_tolerance = 0.1, reorder_merge_tolerance = 1, simplify_tolerance = 0, linewidth = 3, color = "black", antialias = FALSE, offset = 5, clear_previous = FALSE, return_coords = FALSE, tag = "path3d" )
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). Can also be an 'sf' or 'SpatialLineDataFrame' object. |
long |
Default 'NULL'. Vector of longitudes (or other coordinate in the same coordinate reference system as extent). Ignored if lat is an 'sf' or 'SpatialLineDataFrame' object. |
altitude |
Default 'NULL'. Elevation of each point, in units of the elevation matrix (scaled by zscale). If left 'NULL', this will be just the elevation value at ths surface, offset by 'offset'. If a single value, all data will be rendered at that altitude. |
groups |
Default 'NULL'. Integer vector specifying the grouping of each lat/long path segment, if lat/long are specified as numeric vectors (as opposed to 'sf' or 'SpatialLineDataFrame' objects, where this information is built-in to the object). |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Pass this if not including an 'altitude' argument, or if no extent passed. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
resample_evenly |
Default 'FALSE'. If 'TRUE', this will re-sample the path evenly from beginning to end, which can help vastly reduce the number of points used to draw it (which can improve the performance of 'render_highquality()' and 'render_snapshot(software_render = TRUE)'). This function works only if 'reorder = TRUE', or if the sf object is already ordered from beginning to end. |
resample_n |
Default '360'. Number of breaks in which to evenly resample the line if 'resample_evenly = TRUE'. |
reorder |
Default 'FALSE'. If 'TRUE', this will attempt to re-order the rows within an 'sf' object with multiple paths to be one continuous, end-to-end path. This happens in two steps: merging duplicate paths that have end points that match with another object (within 'reorder_duplicate_tolerance' distance), and then merges them (within 'reorder_merge_tolerance' distance) to form a continuous path. |
reorder_first_index |
Default '1'. The index (row) of the 'sf' object in which to begin the reordering process. This merges and reorders paths within 'reorder_merge_tolerance' distance until it cannot merge any more, and then repeats the process in the opposite direction. |
reorder_duplicate_tolerance |
Default '0.1'. Lines that have start and end points (does not matter which) within this tolerance that match a line already processed (order determined by 'reorder_first_index') will be discarded. |
reorder_merge_tolerance |
Default '1'. Lines that have start points that are within this distance to a previously processed line's end point (order determined by 'reorder_first_index') will be reordered within the 'sf' object to form a continuous, end-to-end path. |
simplify_tolerance |
Default '0' (no simplification). If greater than zero, simplifies the path to the tolerance specified. This happens after the data has been merged if 'reorder = TRUE'. If the input data is specified with long-lat coordinates and 'sf_use_s2()' returns 'TRUE', then the value of simplify_tolerance must be specified in meters. |
linewidth |
Default '3'. The line width. |
color |
Default 'black'. Color of the line. |
antialias |
Default 'FALSE'. If 'TRUE', the line with be have anti-aliasing applied. NOTE: anti-aliasing can cause some unpredictable behavior with transparent surfaces. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing paths. |
return_coords |
Default 'FALSE'. If 'TRUE', this will return the internal rayshader coordinates of the path, instead of plotting the line. |
tag |
Default '"path3d"'. The rgl tag to use when adding the path to the scene. |
if(run_documentation()) { #Starting at Moss Landing in Monterey Bay, we are going to simulate a flight of a bird going #out to sea and diving for food. #First, create simulated lat/long data set.seed(2009) moss_landing_coord = c(36.806807, -121.793332) x_vel_out = -0.001 + rnorm(1000)[1:300]/1000 y_vel_out = rnorm(1000)[1:300]/200 z_out = c(seq(0,2000,length.out = 180), seq(2000,0,length.out=10), seq(0,2000,length.out = 100), seq(2000,0,length.out=10)) bird_track_lat = list() bird_track_long = list() bird_track_lat[[1]] = moss_landing_coord[1] bird_track_long[[1]] = moss_landing_coord[2] for(i in 2:300) { bird_track_lat[[i]] = bird_track_lat[[i-1]] + y_vel_out[i] bird_track_long[[i]] = bird_track_long[[i-1]] + x_vel_out[i] } #Render the 3D map montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", watercolor="#233aa1", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) #Pass in the extent of the underlying raster (stored in an attribute for the montereybay #dataset) and the latitudes, longitudes, and altitudes of the track. render_path(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = z_out, zscale=50,color="white", antialias=TRUE) render_snapshot() } if(run_documentation()) { #We'll set the altitude to right above the water to give the tracks a "shadow". render_path(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = 10, zscale=50, color="black", antialias=TRUE) render_camera(theta=30,phi=35,zoom=0.45,fov=70) render_snapshot() } if(run_documentation()) { #Remove the path: render_path(clear_previous=TRUE) #Finally, we can also plot just GPS coordinates offset from the surface by leaving altitude `NULL` # Here we plot a spiral of values surrounding Moss Landing. This requires the original heightmap. t = seq(0,2*pi,length.out=1000) circle_coords_lat = moss_landing_coord[1] + 0.5 * t/8 * sin(t*6) circle_coords_long = moss_landing_coord[2] + 0.5 * t/8 * cos(t*6) render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", antialias=TRUE,offset=100, linewidth=5) render_camera(theta = 160, phi=33, zoom=0.4, fov=55) render_snapshot() } if(run_documentation()) { #And all of these work with `render_highquality()`. Here, I set `use_extruded_paths = TRUE` #to get thick continuous paths. render_highquality(clamp_value=10, line_radius=3, min_variance = 0, use_extruded_paths = TRUE, sample_method = "sobol_blue", samples = 128) } if(run_documentation()) { #We can also change the material of the objects by setting the `point_material` and #`point_material_args` arguments in `render_highquality()` render_highquality(clamp_value=10, line_radius=3, min_variance = 0, sample_method = "sobol_blue", samples = 128, path_material = rayrender::glossy, use_extruded_paths = TRUE, path_material_args = list(gloss = 0.5, reflectance = 0.2)) } if(run_documentation()) { #For transmissive materials (like `dielectric`), we should specify that the path #should be rendered with an extruded path. We'll use the `attenuation` argument in #the `dielectric` function to specify a realistic glass color. render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="white", offset=200, linewidth=5) render_highquality(clamp_value=10, line_radius=6, min_variance = 0, sample_method = "sobol_blue", samples = 128, lightsize = 2000, lightintensity = 10, path_material = rayrender::dielectric, use_extruded_paths = TRUE, path_material_args = list(refraction = 1.5, attenuation = c(0.05,0.2,0.2))) }
if(run_documentation()) { #Starting at Moss Landing in Monterey Bay, we are going to simulate a flight of a bird going #out to sea and diving for food. #First, create simulated lat/long data set.seed(2009) moss_landing_coord = c(36.806807, -121.793332) x_vel_out = -0.001 + rnorm(1000)[1:300]/1000 y_vel_out = rnorm(1000)[1:300]/200 z_out = c(seq(0,2000,length.out = 180), seq(2000,0,length.out=10), seq(0,2000,length.out = 100), seq(2000,0,length.out=10)) bird_track_lat = list() bird_track_long = list() bird_track_lat[[1]] = moss_landing_coord[1] bird_track_long[[1]] = moss_landing_coord[2] for(i in 2:300) { bird_track_lat[[i]] = bird_track_lat[[i-1]] + y_vel_out[i] bird_track_long[[i]] = bird_track_long[[i-1]] + x_vel_out[i] } #Render the 3D map montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", watercolor="#233aa1", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) #Pass in the extent of the underlying raster (stored in an attribute for the montereybay #dataset) and the latitudes, longitudes, and altitudes of the track. render_path(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = z_out, zscale=50,color="white", antialias=TRUE) render_snapshot() } if(run_documentation()) { #We'll set the altitude to right above the water to give the tracks a "shadow". render_path(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = 10, zscale=50, color="black", antialias=TRUE) render_camera(theta=30,phi=35,zoom=0.45,fov=70) render_snapshot() } if(run_documentation()) { #Remove the path: render_path(clear_previous=TRUE) #Finally, we can also plot just GPS coordinates offset from the surface by leaving altitude `NULL` # Here we plot a spiral of values surrounding Moss Landing. This requires the original heightmap. t = seq(0,2*pi,length.out=1000) circle_coords_lat = moss_landing_coord[1] + 0.5 * t/8 * sin(t*6) circle_coords_long = moss_landing_coord[2] + 0.5 * t/8 * cos(t*6) render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", antialias=TRUE,offset=100, linewidth=5) render_camera(theta = 160, phi=33, zoom=0.4, fov=55) render_snapshot() } if(run_documentation()) { #And all of these work with `render_highquality()`. Here, I set `use_extruded_paths = TRUE` #to get thick continuous paths. render_highquality(clamp_value=10, line_radius=3, min_variance = 0, use_extruded_paths = TRUE, sample_method = "sobol_blue", samples = 128) } if(run_documentation()) { #We can also change the material of the objects by setting the `point_material` and #`point_material_args` arguments in `render_highquality()` render_highquality(clamp_value=10, line_radius=3, min_variance = 0, sample_method = "sobol_blue", samples = 128, path_material = rayrender::glossy, use_extruded_paths = TRUE, path_material_args = list(gloss = 0.5, reflectance = 0.2)) } if(run_documentation()) { #For transmissive materials (like `dielectric`), we should specify that the path #should be rendered with an extruded path. We'll use the `attenuation` argument in #the `dielectric` function to specify a realistic glass color. render_path(extent = attr(montereybay,"extent"), heightmap = montereybay, clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="white", offset=200, linewidth=5) render_highquality(clamp_value=10, line_radius=6, min_variance = 0, sample_method = "sobol_blue", samples = 128, lightsize = 2000, lightintensity = 10, path_material = rayrender::dielectric, use_extruded_paths = TRUE, path_material_args = list(refraction = 1.5, attenuation = c(0.05,0.2,0.2))) }
Adds 3D datapoints to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object. If no altitude is provided, the points will be elevated a constant offset above the heightmap. If the points goes off the edge, the nearest height on the heightmap will be used.
render_points( lat = NULL, long = NULL, altitude = NULL, extent = NULL, zscale = 1, heightmap = NULL, size = 3, color = "black", offset = 5, clear_previous = FALSE )
render_points( lat = NULL, long = NULL, altitude = NULL, extent = NULL, zscale = 1, heightmap = NULL, size = 3, color = "black", offset = 5, clear_previous = FALSE )
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). |
long |
Vector of longitudes (or other coordinate in the same coordinate reference system as extent). |
altitude |
Default 'NULL'. Elevation of each point, in units of the elevation matrix (scaled by zscale). If a single value, all data will be rendered at that altitude. |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
size |
Default '3'. The point size. This can be a vector (the same length as 'lat' and 'long') specifying a size for each point. |
color |
Default 'black'. Color of the point. This can also be a vector specifying the color of each point. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing points. |
if(run_documentation()) { #Starting at Moss Landing in Monterey Bay, we are going to simulate a flight of a bird going #out to sea and diving for food. #First, create simulated lat/long data set.seed(2009) moss_landing_coord = c(36.806807, -121.793332) x_vel_out = -0.001 + rnorm(1000)[1:300]/1000 y_vel_out = rnorm(1000)[1:300]/200 z_out = c(seq(0,2000,length.out = 180), seq(2000,0,length.out=10), seq(0,2000,length.out = 100), seq(2000,0,length.out=10)) bird_track_lat = list() bird_track_long = list() bird_track_lat[[1]] = moss_landing_coord[1] bird_track_long[[1]] = moss_landing_coord[2] for(i in 2:300) { bird_track_lat[[i]] = bird_track_lat[[i-1]] + y_vel_out[i] bird_track_long[[i]] = bird_track_long[[i-1]] + x_vel_out[i] } #Render the 3D map montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) #Pass in the extent of the underlying raster (stored in an attribute for the montereybay #dataset) and the latitudes, longitudes, and altitudes of the track. render_points(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = z_out, zscale=50,color="white") render_snapshot() } if(run_documentation()) { #We'll set the altitude to zero to give the tracks a "shadow" over the water. render_points(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), offset = 0, zscale=50, color="black") render_camera(theta=30,phi=35,zoom=0.45,fov=70) render_snapshot() } if(run_documentation()) { #Remove the points: render_points(clear_previous=TRUE) # Finally, we can also plot just GPS coordinates offset from the surface by leaving altitude `NULL` # Here we plot a circle of values surrounding Moss Landing. This requires the original heightmap. t = seq(0,2*pi,length.out=100) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) render_points(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", offset=100, size=5) render_camera(theta = 160, phi=33, zoom=0.4, fov=55) render_snapshot() } if(run_documentation()) { #And all of these work with `render_highquality()` render_highquality(point_radius = 6, clamp_value=10, min_variance = 0, sample_method = "sobol_blue", samples = 128) } if(run_documentation()) { #We can also change the material of the objects by setting the `point_material` and #`point_material_args` arguments in `render_highquality()` render_highquality(point_radius = 6, clamp_value=10, min_variance = 0, sample_method = "sobol_blue", samples = 128, point_material = rayrender::glossy, point_material_args = list(gloss = 0.5, reflectance = 0.2)) }
if(run_documentation()) { #Starting at Moss Landing in Monterey Bay, we are going to simulate a flight of a bird going #out to sea and diving for food. #First, create simulated lat/long data set.seed(2009) moss_landing_coord = c(36.806807, -121.793332) x_vel_out = -0.001 + rnorm(1000)[1:300]/1000 y_vel_out = rnorm(1000)[1:300]/200 z_out = c(seq(0,2000,length.out = 180), seq(2000,0,length.out=10), seq(0,2000,length.out = 100), seq(2000,0,length.out=10)) bird_track_lat = list() bird_track_long = list() bird_track_lat[[1]] = moss_landing_coord[1] bird_track_long[[1]] = moss_landing_coord[2] for(i in 2:300) { bird_track_lat[[i]] = bird_track_lat[[i-1]] + y_vel_out[i] bird_track_long[[i]] = bird_track_long[[i-1]] + x_vel_out[i] } #Render the 3D map montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) #Pass in the extent of the underlying raster (stored in an attribute for the montereybay #dataset) and the latitudes, longitudes, and altitudes of the track. render_points(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), altitude = z_out, zscale=50,color="white") render_snapshot() } if(run_documentation()) { #We'll set the altitude to zero to give the tracks a "shadow" over the water. render_points(extent = attr(montereybay,"extent"), lat = unlist(bird_track_lat), long = unlist(bird_track_long), offset = 0, zscale=50, color="black") render_camera(theta=30,phi=35,zoom=0.45,fov=70) render_snapshot() } if(run_documentation()) { #Remove the points: render_points(clear_previous=TRUE) # Finally, we can also plot just GPS coordinates offset from the surface by leaving altitude `NULL` # Here we plot a circle of values surrounding Moss Landing. This requires the original heightmap. t = seq(0,2*pi,length.out=100) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) render_points(extent = attr(montereybay,"extent"), heightmap = montereybay, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50, color="red", offset=100, size=5) render_camera(theta = 160, phi=33, zoom=0.4, fov=55) render_snapshot() } if(run_documentation()) { #And all of these work with `render_highquality()` render_highquality(point_radius = 6, clamp_value=10, min_variance = 0, sample_method = "sobol_blue", samples = 128) } if(run_documentation()) { #We can also change the material of the objects by setting the `point_material` and #`point_material_args` arguments in `render_highquality()` render_highquality(point_radius = 6, clamp_value=10, min_variance = 0, sample_method = "sobol_blue", samples = 128, point_material = rayrender::glossy, point_material_args = list(gloss = 0.5, reflectance = 0.2)) }
Adds 3D polygons to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object.
render_polygons( polygon, extent, color = "red", top = 1, bottom = NA, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, scale_data = 1, parallel = FALSE, holes = 0, alpha = 1, lit = TRUE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 0.3, light_relative = FALSE, clear_previous = FALSE )
render_polygons( polygon, extent, color = "red", top = 1, bottom = NA, data_column_top = NULL, data_column_bottom = NULL, heightmap = NULL, scale_data = 1, parallel = FALSE, holes = 0, alpha = 1, lit = TRUE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 0.3, light_relative = FALSE, clear_previous = FALSE )
polygon |
'sf' object, "SpatialPolygon" 'sp' object, or xy coordinates of polygon represented in a way that can be processed by 'xy.coords()'. If xy-coordinate based polygons are open, they will be closed by adding an edge from the last point to the first. |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax", "ymin", "ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
color |
Default 'black'. Color of the polygon. |
top |
Default '1'. Extruded top distance. If this equals 'bottom', the polygon will not be extruded and just the one side will be rendered. |
bottom |
Default '0'. Extruded bottom distance. If this equals 'top', the polygon will not be extruded and just the one side will be rendered. |
data_column_top |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the top of the extruded polygon. |
data_column_bottom |
Default 'NULL'. A string indicating the column in the 'sf' object to use to specify the bottom of the extruded polygon. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
scale_data |
Default '1'. If specifying 'data_column_top' or 'data_column_bottom', how much to scale that value when rendering. |
parallel |
Default 'FALSE'. If 'TRUE', polygons will be extruded in parallel, which may be faster (depending on how many geometries are in 'polygon'). |
holes |
Default '0'. If passing in a polygon directly, this specifies which index represents the holes in the polygon. See the 'earcut' function in the 'decido' package for more information. |
alpha |
Default '1'. Transparency of the polygons. |
lit |
Default 'TRUE'. Whether to light the polygons. |
light_altitude |
Default 'c(45, 60)'. Degree(s) from the horizon from which to light the polygons. |
light_direction |
Default 'c(45, 60)'. Degree(s) from north from which to light the polygons. |
light_intensity |
Default '0.3'. Intensity of the specular highlight on the polygons. |
light_relative |
Default 'FALSE'. Whether the light direction should be taken relative to the camera, or absolute. |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing polygons. |
if(run_documentation()) { #Render the county borders as polygons in Monterey Bay montereybay %>% sphere_shade(texture = "desert") %>% add_shadow(ray_shade(montereybay,zscale = 50)) %>% plot_3d(montereybay, water = TRUE, windowsize = 800, watercolor = "dodgerblue") render_camera(theta = 140, phi = 55, zoom = 0.85, fov = 30) #We will apply a negative buffer to create space between adjacent polygons. You may #have to call `sf::sf_use_s2(FALSE)` before running this code to get it to run. sf::sf_use_s2(FALSE) mont_county_buff = sf::st_simplify(sf::st_buffer(monterey_counties_sf,-0.003), dTolerance=0.001) render_polygons(mont_county_buff, extent = attr(montereybay,"extent"), top = 10, parallel = FALSE) render_snapshot() } if(run_documentation()) { #We can specify the bottom of the polygons as well. Here I float the polygons above the surface #by specifying the bottom argument. We clear the previous polygons with `clear_previous = TRUE`. render_camera(theta=-60, phi=20, zoom = 0.85, fov=0) render_polygons(mont_county_buff, extent = attr(montereybay,"extent"), bottom = 190, top=200, parallel=FALSE,clear_previous=TRUE) render_snapshot() } if(run_documentation()) { #We can set the height of the data to a column in the sf object: we'll use the land area. #We'll have to scale this value because its max value is 2.6 billion: render_camera(theta=-60, phi=60, zoom = 0.85, fov=30) render_polygons(mont_county_buff, extent = attr(montereybay, "extent"), data_column_top = "ALAND", scale_data = 300/(2.6E9), color = "chartreuse4", clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #This function also works with `render_highquality()` render_highquality(samples = 128, clamp_value = 10, sample_method="sobol_blue", min_variance = 0) }
if(run_documentation()) { #Render the county borders as polygons in Monterey Bay montereybay %>% sphere_shade(texture = "desert") %>% add_shadow(ray_shade(montereybay,zscale = 50)) %>% plot_3d(montereybay, water = TRUE, windowsize = 800, watercolor = "dodgerblue") render_camera(theta = 140, phi = 55, zoom = 0.85, fov = 30) #We will apply a negative buffer to create space between adjacent polygons. You may #have to call `sf::sf_use_s2(FALSE)` before running this code to get it to run. sf::sf_use_s2(FALSE) mont_county_buff = sf::st_simplify(sf::st_buffer(monterey_counties_sf,-0.003), dTolerance=0.001) render_polygons(mont_county_buff, extent = attr(montereybay,"extent"), top = 10, parallel = FALSE) render_snapshot() } if(run_documentation()) { #We can specify the bottom of the polygons as well. Here I float the polygons above the surface #by specifying the bottom argument. We clear the previous polygons with `clear_previous = TRUE`. render_camera(theta=-60, phi=20, zoom = 0.85, fov=0) render_polygons(mont_county_buff, extent = attr(montereybay,"extent"), bottom = 190, top=200, parallel=FALSE,clear_previous=TRUE) render_snapshot() } if(run_documentation()) { #We can set the height of the data to a column in the sf object: we'll use the land area. #We'll have to scale this value because its max value is 2.6 billion: render_camera(theta=-60, phi=60, zoom = 0.85, fov=30) render_polygons(mont_county_buff, extent = attr(montereybay, "extent"), data_column_top = "ALAND", scale_data = 300/(2.6E9), color = "chartreuse4", clear_previous = TRUE) render_snapshot() } if(run_documentation()) { #This function also works with `render_highquality()` render_highquality(samples = 128, clamp_value = 10, sample_method="sobol_blue", min_variance = 0) }
Adds 3D raymesh model to the current scene, using latitude/longitude or coordinates in the reference system defined by the extent object. If no altitude is provided, the raymesh will be elevated a constant offset above the heightmap. If the raymesh goes off the edge, the raymesh will be filtered out.
If no latitudes or longitudes are passed in, the raymesh will be plotted in the coordinate system set by the user-specified 'extent' argument as-is. Use this alongside 'save_multipolygonz_to_obj()' to plot 3D polygons imported from geospatial sources in the proper location (but for ease of use, use 'render_multipolygonz()' to plot this data directly).
render_raymesh( raymesh, extent = NULL, lat = NULL, long = NULL, altitude = NULL, xyz = NULL, zscale = 1, heightmap = NULL, load_normals = TRUE, change_material = TRUE, color = "grey50", offset = 0, obj_zscale = FALSE, swap_yz = NULL, angle = c(0, 0, 0), scale = c(1, 1, 1), clear_previous = FALSE, baseshape = "rectangle", flat_shading = FALSE, lit = FALSE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 1, light_relative = FALSE, rgl_tag = "", ... )
render_raymesh( raymesh, extent = NULL, lat = NULL, long = NULL, altitude = NULL, xyz = NULL, zscale = 1, heightmap = NULL, load_normals = TRUE, change_material = TRUE, color = "grey50", offset = 0, obj_zscale = FALSE, swap_yz = NULL, angle = c(0, 0, 0), scale = c(1, 1, 1), clear_previous = FALSE, baseshape = "rectangle", flat_shading = FALSE, lit = FALSE, light_altitude = c(45, 30), light_direction = c(315, 135), light_intensity = 1, light_relative = FALSE, rgl_tag = "", ... )
raymesh |
'raymesh' object (see the rayvertex package for a description) |
extent |
Either an object representing the spatial extent of the scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax","ymin","ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). |
long |
Vector of longitudes (or other coordinate in the same coordinate reference system as extent). |
altitude |
Default 'NULL'. Elevation of each point, in units of the elevation matrix (scaled by 'zscale'). If left 'NULL', this will be just the elevation value at ths surface, offset by 'offset'. If a single value, the OBJ will be rendered at that altitude. |
xyz |
Default 'NULL', ignored. A 3 column numeric matrix, with each row specifying the x/y/z coordinates of the OBJ model(s). Overrides lat/long/altitude and ignores extent to plot the OBJ in raw rgl coordinates. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
load_normals |
Default 'TRUE'. Whether to load normals for the 3D model. |
change_material |
Default 'TRUE'. Whether to change the raymesh material (to customize the color). |
color |
Default 'black'. Color of the 3D model, if 'load_material = FALSE'. |
offset |
Default '5'. Offset of the track from the surface, if 'altitude = NULL'. |
obj_zscale |
Default 'FALSE'. Whether to scale the size of the OBJ by zscale to have it match the size of the map. If zscale is very big, this will make the model very small. |
swap_yz |
Default 'NULL', defaults to 'FALSE' unless plotting raw coordinates (no lat or long passed). Whether to swap and Y and Z axes. (Y axis is vertical in rayshader coordinates, but data is often provided with Z being vertical). |
angle |
Default 'c(0,0,0)'. Angle of rotation around the x, y, and z axes. If this is a matrix or list, each row (or list entry) specifies the rotation of the nth model specified (number of rows/length of list must equal the length of 'lat'/'long'). |
scale |
Default 'c(1,1,1)'. Amount to scale the 3D model in the x, y, and z axes. If this is a matrix or list, each row (or list entry) specifies the scale of the nth model specified (number of rows/length of list must equal the length of 'lat'/'long'). |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing points. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
flat_shading |
Default ‘FALSE'. If 'TRUE', this will use rgl’s flat shading. |
lit |
Default 'TRUE'. Whether to light the polygons. |
light_altitude |
Default 'c(45, 60)'. Degree(s) from the horizon from which to light the polygons. |
light_direction |
Default 'c(45, 60)'. Degree(s) from north from which to light the polygons. |
light_intensity |
Default '0.3'. Intensity of the specular highlight on the polygons. |
light_relative |
Default 'FALSE'. Whether the light direction should be taken relative to the camera, or absolute. |
rgl_tag |
Default '""'. Tag to add to the rgl scene id, will be prefixed by '"objraymsh"' |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
if(run_documentation()) { }
if(run_documentation()) { }
Resize the rgl Window
render_resize_window(width = NULL, height = NULL)
render_resize_window(width = NULL, height = NULL)
width |
Default 'NULL', no change to the current value. New window width. |
height |
Default 'NULL', no change to the current value. New window height |
None
#Resize the rgl window to various sizes if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,zoom=0.6,theta=-90,phi=30) render_resize_window(width = 800, height = 800) render_snapshot() } if(run_documentation()) { render_resize_window(width = 200, height = 200) render_snapshot() } if(run_documentation()) { render_resize_window(width = 800, height = 400) render_snapshot() }
#Resize the rgl window to various sizes if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,zoom=0.6,theta=-90,phi=30) render_resize_window(width = 800, height = 800) render_snapshot() } if(run_documentation()) { render_resize_window(width = 200, height = 200) render_snapshot() } if(run_documentation()) { render_resize_window(width = 800, height = 400) render_snapshot() }
Places a scale bar on the map in 3D.
render_scalebar( limits, position = "W", y = NULL, segments = 10, scale_length = 1, label_unit = "", offset = NULL, radius = NULL, color_first = "darkred", color_second = "grey80", color_text = "black", text_switch_side = FALSE, text_x_offset = 0, text_y_offset = 0, text_z_offset = 0, clear_scalebar = FALSE )
render_scalebar( limits, position = "W", y = NULL, segments = 10, scale_length = 1, label_unit = "", offset = NULL, radius = NULL, color_first = "darkred", color_second = "grey80", color_text = "black", text_switch_side = FALSE, text_x_offset = 0, text_y_offset = 0, text_z_offset = 0, clear_scalebar = FALSE )
limits |
The distance represented by the scale bar. If a numeric vector greater than length 1, this will specify the breaks along the scale bar to place labels, with the maximum value in limits assumed to be the last label. Must be non-negative. |
position |
Default 'W'. A string representing a direction. Can be 'N', 'E', 'S', and 'W'. |
y |
Default 'NULL'. The height of the scale bar, automatically calculated if 'NULL'. |
segments |
Default '10'. Number of colored segments in the scalebar. |
scale_length |
Default '1'. Length of the scale bar, relative to the side of the map specified in 'position'. If a length-2 vector, the first number specifies the start and stop points along the side. |
label_unit |
Default 'NULL'. The distance unit for the label. |
offset |
Default 'NULL'. The distance away from the edge to place the scale bar. If 'NULL', automatically calculated. |
radius |
Default 'NULL'. The radius of the cylinder representing the scale bar. If 'NULL', automatically calculated. |
color_first |
Default 'darkred'. Primary color in the scale bar. |
color_second |
Default 'grey90'. Seconary color in the scale bar. |
color_text |
Default 'black'. Color of the text. |
text_switch_side |
Default 'FALSE'. Switches the order of the text. |
text_x_offset |
Default '0'. Distance offset for text in the x direction. |
text_y_offset |
Default '0'. Distance offset for text in the y direction. |
text_z_offset |
Default '0'. Distance offset for text in the z direction. |
clear_scalebar |
Default 'FALSE'. Clears the scale bar(s) on the map. |
Displays snapshot of current rgl plot (or saves to disk).
#Add a scale bar to the montereybay dataset, here representing about 80km if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,theta=45, water=TRUE) render_scalebar(limits=c(0, 80), label_unit = "km") render_snapshot() } if(run_documentation()) { #This function works with `render_highquality()` render_highquality(lightdirection = 250, lightaltitude = 40, scale_text_size = 24, clamp_value = 10, sample_method = "sobol_blue", samples = 128) render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can change the position by specifying a cardinal direction to `position`, and the #color by setting `color_first` and `color_second` render_scalebar(limits=c(0,80), label_unit = "km", position = "N", color_first = "darkgreen", color_second = "lightgreen") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #And switch the orientation by setting `text_switch_side = TRUE` render_scalebar(limits=c(0,80), label_unit = "km", position = "N", text_switch_side = TRUE, color_first = "darkgreen", color_second = "lightgreen") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can add additional breaks by specifying additional distances in `limits` render_scalebar(limits=c(0,40,80), label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can also manually specify the height by setting the `y` argument: render_scalebar(limits=c(0,40,80), y=-70, label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #Here we change the total size by specifying a start and end point along the side, #and set the number of colored `segments`: render_scalebar(limits=c(0,20, 40), segments = 4, scale_length = c(0.5,1), label_unit = "km") render_scalebar(limits=c(0,20, 40), segments = 4, position = "N", text_switch_side = TRUE, scale_length = c(0.25,0.75), label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #Change the radius of the scale bar with `radius`. Here, the autopositioning doesn't work well with #the labels, so we provide additional offsets with `text_y_offset` and `text_x_offset` to fix it. render_scalebar(limits=c(0,20, 40), segments = 4, scale_length = c(0.5,1), label_unit = "km", radius=10,text_y_offset=-20,text_x_offset=20) render_snapshot() }
#Add a scale bar to the montereybay dataset, here representing about 80km if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,theta=45, water=TRUE) render_scalebar(limits=c(0, 80), label_unit = "km") render_snapshot() } if(run_documentation()) { #This function works with `render_highquality()` render_highquality(lightdirection = 250, lightaltitude = 40, scale_text_size = 24, clamp_value = 10, sample_method = "sobol_blue", samples = 128) render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can change the position by specifying a cardinal direction to `position`, and the #color by setting `color_first` and `color_second` render_scalebar(limits=c(0,80), label_unit = "km", position = "N", color_first = "darkgreen", color_second = "lightgreen") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #And switch the orientation by setting `text_switch_side = TRUE` render_scalebar(limits=c(0,80), label_unit = "km", position = "N", text_switch_side = TRUE, color_first = "darkgreen", color_second = "lightgreen") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can add additional breaks by specifying additional distances in `limits` render_scalebar(limits=c(0,40,80), label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #We can also manually specify the height by setting the `y` argument: render_scalebar(limits=c(0,40,80), y=-70, label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #Here we change the total size by specifying a start and end point along the side, #and set the number of colored `segments`: render_scalebar(limits=c(0,20, 40), segments = 4, scale_length = c(0.5,1), label_unit = "km") render_scalebar(limits=c(0,20, 40), segments = 4, position = "N", text_switch_side = TRUE, scale_length = c(0.25,0.75), label_unit = "km") render_snapshot() render_scalebar(clear_scalebar = TRUE) } if(run_documentation()) { #Change the radius of the scale bar with `radius`. Here, the autopositioning doesn't work well with #the labels, so we provide additional offsets with `text_y_offset` and `text_x_offset` to fix it. render_scalebar(limits=c(0,20, 40), segments = 4, scale_length = c(0.5,1), label_unit = "km", radius=10,text_y_offset=-20,text_x_offset=20) render_snapshot() }
Either captures the current rgl view and displays, or saves the current view to disk.
render_snapshot( filename, clear = FALSE, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, instant_capture = interactive(), bring_to_front = FALSE, webshot = FALSE, width = NULL, height = NULL, software_render = FALSE, camera_location = NULL, camera_lookat = c(0, 0, 0), background = NULL, text_angle = NULL, text_size = 30, text_offset = c(0, 0, 0), point_radius = 1, line_offset = 1e-07, thick_lines = TRUE, line_radius = 1, cache_scene = FALSE, reset_scene_cache = FALSE, new_page = TRUE, print_scene_info = FALSE, fsaa = 1, rayvertex_lighting = FALSE, rayvertex_lights = NULL, rayvertex_shadow_map = FALSE, ... )
render_snapshot( filename, clear = FALSE, title_text = NULL, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", image_overlay = NULL, vignette = FALSE, vignette_color = "black", vignette_radius = 1.3, instant_capture = interactive(), bring_to_front = FALSE, webshot = FALSE, width = NULL, height = NULL, software_render = FALSE, camera_location = NULL, camera_lookat = c(0, 0, 0), background = NULL, text_angle = NULL, text_size = 30, text_offset = c(0, 0, 0), point_radius = 1, line_offset = 1e-07, thick_lines = TRUE, line_radius = 1, cache_scene = FALSE, reset_scene_cache = FALSE, new_page = TRUE, print_scene_info = FALSE, fsaa = 1, rayvertex_lighting = FALSE, rayvertex_lights = NULL, rayvertex_shadow_map = FALSE, ... )
filename |
Filename of snapshot. If missing, will display to current device. |
clear |
Default 'FALSE'. If 'TRUE', the current 'rgl' device will be cleared. |
title_text |
Default 'NULL'. Text. Adds a title to the image, using magick::image_annotate. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
title_position |
Default 'northwest'. Position of the title. |
image_overlay |
Default 'NULL'. Either a string indicating the location of a png image to overlay over the image (transparency included), or a 4-layer RGBA array. This image will be resized to the dimension of the image if it does not match exactly. |
vignette |
Default 'FALSE'. If 'TRUE' or numeric, a camera vignetting effect will be added to the image. '1' is the darkest vignetting, while '0' is no vignetting. If vignette is a length-2 vector, the second entry will control the blurriness of the vignette effect. |
vignette_color |
Default '"black"'. Color of the vignette. |
vignette_radius |
Default '1.3'. Radius of the vignette, as a porportion of the image dimensions. |
instant_capture |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', a slight delay is added before taking the snapshot. This can help stop prevent rendering issues when running scripts. |
bring_to_front |
Default 'FALSE'. Whether to bring the window to the front when taking the snapshot. |
webshot |
Default 'FALSE'. Set to 'TRUE' to have rgl use the 'webshot2' package to take images, which can be used when 'rgl.useNULL = TRUE'. |
width |
Default 'NULL'. Optional argument to pass to 'rgl::snapshot3d()' to specify the width when 'software_render = TRUE'.. |
height |
Default 'NULL'. Optional argument to pass to 'rgl::snapshot3d()' to specify the height when 'software_render = TRUE'. |
software_render |
Default 'FALSE'. If 'TRUE', rayshader will use the rayvertex package to render the snapshot, which is not constrained by the screen size or requires OpenGL. |
camera_location |
Default 'NULL'. Custom position of the camera. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
camera_lookat |
Default 'NULL'. Custom point at which the camera is directed. The 'FOV', 'width', and 'height' arguments will still be derived from the rgl window. |
background |
Default 'NULL', defaults to device background. Background color when 'software_render = TRUE'. |
text_angle |
Default 'NULL', which forces the text always to face the camera. If a single angle (degrees), will specify the absolute angle all the labels are facing. If three angles, this will specify all three orientations (relative to the x,y, and z axes) of the text labels. |
text_size |
Default '30'. Height of the text. |
text_offset |
Default 'c(0,0,0)'. Offset to be applied to all text labels. |
point_radius |
Default '1'. Radius of 3D points (rendered with 'render_points()'). This scales the existing value of size specified in 'render_points()'. |
line_offset |
Default '1e-7'. Small number indicating the offset in the scene to apply to lines if using software rendering. Increase this if your lines aren't showing up, or decrease it if lines are appearing through solid objects. |
thick_lines |
Default 'TRUE'. If 'software_render = TRUE', this will render path segments as thick cylinders. Otherwise, it will render the lines using a single-pixel anti-aliased line algorithm. |
line_radius |
Default '0.5'. The radius of the thick cylinders if 'thick_lines = TRUE' and 'software_render = TRUE'. |
cache_scene |
Default 'FALSE'. Whether to cache the current scene to memory so it does not have to be converted to a 'raymesh' object each time 'render_snapshot()' is called. If 'TRUE' and a scene has been cached, it will be used when rendering. |
reset_scene_cache |
Default 'FALSE'. Resets the scene cache before rendering. |
new_page |
Default 'TRUE'. Whether to call 'grid::grid.newpage()' before plotting the image. |
print_scene_info |
Default 'FALSE'. If 'TRUE', it will print the position and lookat point of the camera. |
fsaa |
Default '1'. Integer specifying the amount of anti-aliasing applied 'software_render = TRUE'. |
rayvertex_lighting |
Default 'FALSE'. If 'TRUE' and 'software_render = TRUE', the scene will use rayvertex lighting when rendering the scene, using the lights specified in 'rayvertex_lights'. If no lights are specified there, they will be pulled from 'light' objects in the 'rgl' scene. |
rayvertex_lights |
Default 'NULL'. Use 'rayvertex::directional_light()' and 'rayvertex::point_light()' along with the 'rayvertex::add_light()' function to specify lighting for your scene when 'rayvertex_lighting = TRUE'. |
rayvertex_shadow_map |
Default 'FALSE'. If 'TRUE' and 'rayvertex_lighting = TRUE' along with 'software_render = TRUE', shadow mapping will also be applied to the rendered scene. |
... |
Additional parameters to pass to 'rayvertex::rasterize_scene()'. |
Displays snapshot of current rgl plot (or saves to disk).
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,zoom=0.6,theta=-90,phi=30) } if(run_documentation()) { render_snapshot() } #Create a title if(run_documentation()) { render_snapshot(title_text = "Monterey Bay, California", title_offset=c(0,20), title_color = "white", title_bar_color = "black", title_font = "Helvetica", title_position = "north") #Add a vignette effect render_camera(zoom=0.8) render_snapshot(title_text = "Monterey Bay, California", title_color = "white", title_bar_color = "darkgreen", vignette = TRUE, title_offset=c(0,20), title_font = "Helvetica", title_position = "north") } #Use software rendering to render a scene with shadow mapping if(run_documentation()) { montereybay |> height_shade() |> plot_3d(montereybay, shadow=FALSE, solidlinecolor = NULL) #No shadows render_snapshot(software_render = TRUE) } if(run_documentation()) { #Now with shadow mapped shadows, calculated in rayvertex render_snapshot(rayvertex_lighting = TRUE, rayvertex_lights = rayvertex::directional_light(intensity = 1.2, direction = c(-1, 1, -1)), rayvertex_shadow_map = TRUE, software_render = TRUE) }
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,zoom=0.6,theta=-90,phi=30) } if(run_documentation()) { render_snapshot() } #Create a title if(run_documentation()) { render_snapshot(title_text = "Monterey Bay, California", title_offset=c(0,20), title_color = "white", title_bar_color = "black", title_font = "Helvetica", title_position = "north") #Add a vignette effect render_camera(zoom=0.8) render_snapshot(title_text = "Monterey Bay, California", title_color = "white", title_bar_color = "darkgreen", vignette = TRUE, title_offset=c(0,20), title_font = "Helvetica", title_position = "north") } #Use software rendering to render a scene with shadow mapping if(run_documentation()) { montereybay |> height_shade() |> plot_3d(montereybay, shadow=FALSE, solidlinecolor = NULL) #No shadows render_snapshot(software_render = TRUE) } if(run_documentation()) { #Now with shadow mapped shadows, calculated in rayvertex render_snapshot(rayvertex_lighting = TRUE, rayvertex_lights = rayvertex::directional_light(intensity = 1.2, direction = c(-1, 1, -1)), rayvertex_shadow_map = TRUE, software_render = TRUE) }
Adds a 3D representation of trees to an existing 3D scene generated with rayshader. Users can specify the trees' geographical positions using latitude and longitude or the same coordinate reference system as 'extent'. Different types of tree models can be used, including a basic and a cone-shaped tree. Users can also use their own custom tree model in OBJ format. The function allows customization of various aspects of the tree, including the color of the crown and the trunk, the size of the crown (the leafy part of the tree) and the trunk, the overall scale of the tree, and the rotation angle around the x, y, and z axes. Users can also specify the minimum and maximum height of the trees to be rendered.
render_tree( lat = NULL, long = NULL, extent = NULL, type = "basic", custom_obj_tree = NULL, custom_obj_crown = NULL, custom_obj_trunk = NULL, crown_color = "#22aa22", trunk_color = "#964B00", absolute_height = FALSE, tree_height = NULL, trunk_height_ratio = NULL, crown_width_ratio = NULL, crown_width = NULL, trunk_radius = NULL, tree_zscale = TRUE, min_height = 0, max_height = Inf, zscale = 1, lit = TRUE, heightmap = NULL, baseshape = "rectangle", angle = c(0, 0, 0), clear_previous = FALSE, ... )
render_tree( lat = NULL, long = NULL, extent = NULL, type = "basic", custom_obj_tree = NULL, custom_obj_crown = NULL, custom_obj_trunk = NULL, crown_color = "#22aa22", trunk_color = "#964B00", absolute_height = FALSE, tree_height = NULL, trunk_height_ratio = NULL, crown_width_ratio = NULL, crown_width = NULL, trunk_radius = NULL, tree_zscale = TRUE, min_height = 0, max_height = Inf, zscale = 1, lit = TRUE, heightmap = NULL, baseshape = "rectangle", angle = c(0, 0, 0), clear_previous = FALSE, ... )
lat |
Vector of latitudes (or other coordinate in the same coordinate reference system as extent). |
long |
Vector of longitudes (or other coordinate in the same coordinate reference system as extent). |
extent |
Either an object representing the spatial extent of the 3D scene (either from the 'raster', 'terra', 'sf', or 'sp' packages), a length-4 numeric vector specifying 'c("xmin", "xmax", "ymin", "ymax")', or the spatial object (from the previously aforementioned packages) which will be automatically converted to an extent object. |
type |
Default '"basic"'. Type of tree. Other built-in option: '"cone"'. |
custom_obj_tree |
Default 'NULL'. Instead of using the built-in types, users can also load a custom tree model in OBJ format. This function loads and manipulates the model, assuming the tree model's trunk begins at the origin. Color and specific trunk/crown proportions will be fixed to the model specified, although the overall scale can be changed per-tree via 'crown_height'. |
custom_obj_crown |
Default 'NULL'. Instead of using the built-in types, users can also load a custom crown model in OBJ format. This function loads a crown model and allows you to control the crown and trunk proportions separately. |
custom_obj_trunk |
Default 'NULL'. Instead of using the built-in types, users can also load a custom trunk model in OBJ format. This function loads a trunk model and allows you to control the crown and trunk proportions separately. |
crown_color |
Default '"darkgreen"'. Color(s) of the crown. |
trunk_color |
Default '"#964B00"' (brown). Color(s) of the trunk, |
absolute_height |
Default 'FALSE'. Default is specifying the tree height directly, relative to the underlying height map. If 'TRUE', 'crown_height' will specified by the actual altitude of the top of the tree. Total tree height will be 'crown_height + trunk_height'. |
tree_height |
Default 'NULL'. Height of the tree, automatically set to '10' if not specified. If 'absolute_height = TRUE', then this is interpreted as the altitude of the top of the tree in the coordinate reference system used. If 'absolute_height = FALSE', then this is interpreted as the height of the tree relative to the underlying heightmap. |
trunk_height_ratio |
Default 'NULL'. The ratio of the height of the trunk to the total height of the tree. Default is 1/3rd the crown height if 'type = "basic"', and 1/6th the crown height if 'type = "cone"'. |
crown_width_ratio |
Default 'NULL'. Ratio of the crown width to the crown height. A value of '1' is spherical. |
crown_width |
Default 'NULL'. As an alternative to specifying the ratio, you can use this argument to specify the crown width directly. |
trunk_radius |
Default 'NULL', automatically computed. Default is 1/5rd the trunk height if 'type = "basic"', and 1/10th the trunk height if 'type = "cone"'. |
tree_zscale |
Default 'TRUE'. Whether to scale the size of the tree by zscale to have it match the size of the map. If zscale is very big, this will make the trees very small. |
min_height |
Default 'NULL'. Minimum height of a tree. Set to a positive number to filter out trees below that height. |
max_height |
Default 'NA'. Maximum height of a tree. Set to a positive number to filter out trees above that height. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis in the original heightmap. |
lit |
Default 'TRUE'. Whether to apply lighting to the tree. |
heightmap |
Default 'NULL'. Automatically extracted from the rgl window–only use if auto-extraction of matrix extent isn't working. A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
baseshape |
Default 'rectangle'. Shape of the base. Options are 'c("rectangle","circle","hex")'. |
angle |
Default 'c(0,0,0)'. Angle of rotation around the x, y, and z axes. If this is a matrix or list, each row (or list entry) specifies the rotation of the nth tree specified (number of rows/length of list must equal the length of 'lat'/'long'). |
clear_previous |
Default 'FALSE'. If 'TRUE', it will clear all existing trees. |
... |
Additional arguments to pass to 'rgl::triangles3d()'. |
if(run_documentation()) { #Let's first start by drawing some trees in a circle around Monterey Bay #We won't scale these to a realistic size (yet) moss_landing_coord = c(36.806807, -121.793332) montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) t = seq(0,2*pi,length.out=20) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, lit = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the crown width ratio (compared to the height) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 60, crown_width_ratio = 0.5, clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the trunk height and width render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 40, crown_width_ratio = 2, clear_previous = TRUE, trunk_height_ratio=1/2, trunk_radius = 1.5, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the tree type render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, clear_previous = TRUE, type = "cone",trunk_height_ratio = 1/6, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the crown color: render_camera(theta = 150, phi = 38, zoom = 0.4, fov = 55) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, crown_width_ratio = 0.5 + runif(20), crown_color = rainbow(20), clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } #We will use the lidR package to generate a DEM and detect the crown tops of trees, and #then use rayshader to render 3D tree models scaled to those heights on the map. run_example = length(find.package("lidR", quiet = TRUE)) > 0 && length(find.package("sf", quiet = TRUE)) > 0 && length(find.package("terra", quiet = TRUE)) > 0 && run_documentation() if (run_example) { #Load the example data from the lidR package LASfile = system.file("extdata", "Topography.laz", package="lidR") las = lidR::readLAS(LASfile, filter = "-inside 273450 5274350 273550 5274450") #Convert the lidar point data to a DEM and detect the location of trees from the same data dem = lidR::rasterize_terrain(las, algorithm = lidR::tin()) tree_top_data = lidR::locate_trees(las, lidR::lmf(ws = 5)) tree_locations = sf::st_coordinates(tree_top_data) #Convert DEM to a matrix and extract the extent of the scene dem_matrix = raster_to_matrix(dem) dem_extent = terra::ext(dem) extent_values = dem_extent@ptr$vector #Plot the ground dem_matrix |> height_shade() |> add_shadow(texture_shade(dem_matrix),0.2) |> add_shadow(lamb_shade(dem_matrix),0) |> plot_3d(dem_matrix) render_snapshot() } if (run_example) { #The tree locations are given as an absolute height (as opposed to relative to the surface) #so we set `absolute_height = TRUE`. render_tree(lat = tree_locations[,2], long = tree_locations[,1], crown_width_ratio = 0.5, absolute_height = TRUE, tree_height = tree_locations[,3], trunk_height_ratio = 0.2 + 0.1*runif(nrow(tree_locations)), crown_color = "#00aa00", extent = raster::extent(extent_values), heightmap = dem_matrix, clear_previous = TRUE) #Remove existing lights and add our own with rgl rgl::pop3d("lights") rgl::light3d(phi=35,theta=90, viewpoint.rel=F, diffuse="#ffffff", specular="#000000") rgl::light3d(phi=-45,theta=-40, viewpoint.rel=F, diffuse="#aaaaaa", specular="#000000") render_snapshot() } if (run_example) { #Render tree also works with `render_highquality()` render_highquality(lightdirection=c(90,45),lightaltitude=c(90,45), lightcolor=c("dodgerblue","orange"), min_variance = 0, sample_method="sobol_blue", clamp_value=10) }
if(run_documentation()) { #Let's first start by drawing some trees in a circle around Monterey Bay #We won't scale these to a realistic size (yet) moss_landing_coord = c(36.806807, -121.793332) montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50,water=TRUE, shadowcolor="#40310a", background = "tan", theta=210, phi=22, zoom=0.20, fov=55) t = seq(0,2*pi,length.out=20) circle_coords_lat = moss_landing_coord[1] + 0.3 * sin(t) circle_coords_long = moss_landing_coord[2] + 0.3 * cos(t) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, lit = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the crown width ratio (compared to the height) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 60, crown_width_ratio = 0.5, clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the trunk height and width render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 40, crown_width_ratio = 2, clear_previous = TRUE, trunk_height_ratio=1/2, trunk_radius = 1.5, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the tree type render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, clear_previous = TRUE, type = "cone",trunk_height_ratio = 1/6, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } if(run_documentation()) { #Change the crown color: render_camera(theta = 150, phi = 38, zoom = 0.4, fov = 55) render_tree(extent = attr(montereybay,"extent"), heightmap = montereybay, tree_zscale = FALSE, tree_height = 30, crown_width_ratio = 0.5 + runif(20), crown_color = rainbow(20), clear_previous = TRUE, lat = unlist(circle_coords_lat), long = unlist(circle_coords_long), zscale=50) render_snapshot() } #We will use the lidR package to generate a DEM and detect the crown tops of trees, and #then use rayshader to render 3D tree models scaled to those heights on the map. run_example = length(find.package("lidR", quiet = TRUE)) > 0 && length(find.package("sf", quiet = TRUE)) > 0 && length(find.package("terra", quiet = TRUE)) > 0 && run_documentation() if (run_example) { #Load the example data from the lidR package LASfile = system.file("extdata", "Topography.laz", package="lidR") las = lidR::readLAS(LASfile, filter = "-inside 273450 5274350 273550 5274450") #Convert the lidar point data to a DEM and detect the location of trees from the same data dem = lidR::rasterize_terrain(las, algorithm = lidR::tin()) tree_top_data = lidR::locate_trees(las, lidR::lmf(ws = 5)) tree_locations = sf::st_coordinates(tree_top_data) #Convert DEM to a matrix and extract the extent of the scene dem_matrix = raster_to_matrix(dem) dem_extent = terra::ext(dem) extent_values = dem_extent@ptr$vector #Plot the ground dem_matrix |> height_shade() |> add_shadow(texture_shade(dem_matrix),0.2) |> add_shadow(lamb_shade(dem_matrix),0) |> plot_3d(dem_matrix) render_snapshot() } if (run_example) { #The tree locations are given as an absolute height (as opposed to relative to the surface) #so we set `absolute_height = TRUE`. render_tree(lat = tree_locations[,2], long = tree_locations[,1], crown_width_ratio = 0.5, absolute_height = TRUE, tree_height = tree_locations[,3], trunk_height_ratio = 0.2 + 0.1*runif(nrow(tree_locations)), crown_color = "#00aa00", extent = raster::extent(extent_values), heightmap = dem_matrix, clear_previous = TRUE) #Remove existing lights and add our own with rgl rgl::pop3d("lights") rgl::light3d(phi=35,theta=90, viewpoint.rel=F, diffuse="#ffffff", specular="#000000") rgl::light3d(phi=-45,theta=-40, viewpoint.rel=F, diffuse="#aaaaaa", specular="#000000") render_snapshot() } if (run_example) { #Render tree also works with `render_highquality()` render_highquality(lightdirection=c(90,45),lightaltitude=c(90,45), lightcolor=c("dodgerblue","orange"), min_variance = 0, sample_method="sobol_blue", clamp_value=10) }
Adds water layer to the scene, removing the previous water layer if desired.
render_water( heightmap, waterdepth = 0, watercolor = "lightblue", zscale = 1, wateralpha = 0.5, waterlinecolor = NULL, waterlinealpha = 1, linewidth = 2, remove_water = TRUE )
render_water( heightmap, waterdepth = 0, watercolor = "lightblue", zscale = 1, wateralpha = 0.5, waterlinecolor = NULL, waterlinealpha = 1, linewidth = 2, remove_water = TRUE )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
waterdepth |
Default '0'. |
watercolor |
Default 'lightblue'. |
zscale |
Default '1'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. For example, if the elevation levels are in units of 1 meter and the grid values are separated by 10 meters, 'zscale' would be 10. |
wateralpha |
Default '0.5'. Water transparency. |
waterlinecolor |
Default 'NULL'. Color of the lines around the edges of the water layer. |
waterlinealpha |
Default '1'. Water line tranparency. |
linewidth |
Default '2'. Width of the edge lines in the scene. |
remove_water |
Default 'TRUE'. If 'TRUE', will remove existing water layer and replace it with new layer. |
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50) render_snapshot() } #We want to add a layer of water after the initial render. if(run_documentation()) { render_water(montereybay,zscale=50) render_snapshot() } #Call it again to change the water depth if(run_documentation()) { render_water(montereybay,zscale=50,waterdepth=-1000) render_snapshot() } #Add waterlines if(run_documentation()) { render_camera(theta=-45) render_water(montereybay,zscale=50,waterlinecolor="white") render_snapshot() }
if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay,zscale=50) render_snapshot() } #We want to add a layer of water after the initial render. if(run_documentation()) { render_water(montereybay,zscale=50) render_snapshot() } #Call it again to change the water depth if(run_documentation()) { render_water(montereybay,zscale=50,waterdepth=-1000) render_snapshot() } #Add waterlines if(run_documentation()) { render_camera(theta=-45) render_water(montereybay,zscale=50,waterlinecolor="white") render_snapshot() }
Resizes a matrix (preserving contents) by specifying the desired output dimensions or a scaling factor.
resize_matrix( heightmap, scale = 1, width = NULL, height = NULL, method = "bilinear" )
resize_matrix( heightmap, scale = 1, width = NULL, height = NULL, method = "bilinear" )
heightmap |
The elevation matrix. |
scale |
Default '0.5'. The amount to scale down the matrix. Scales using bilinear interpolation. |
width |
Default 'NULL'. Alternative to 'scale' argument. The desired output width. If 'width' is less than 1, it will be interpreted as a scaling factor– e.g. 0.5 would halve the resolution for the width. |
height |
Default 'NULL'. Alternative to 'scale' argument. The desired output width. If 'height' is less than 1, it will be interpreted as a scaling factor– e.g. 0.5 would halve the resolution for the height. |
method |
Default 'bilinear'. Method of interpolation. Alteratively 'cubic', which is slightly smoother, although current implementation slightly scales the image. |
#Reduce the size of the monterey bay dataset by half if(run_documentation()) { montbaysmall = resize_matrix(montereybay, scale=0.5) montbaysmall %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Reduce the size of the monterey bay dataset from 540x540 to 100x100 montbaysmall = resize_matrix(montereybay, width = 100, height = 100) montbaysmall %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Increase the size of the volcano dataset 3x volcanobig = resize_matrix(volcano, scale=3) volcanobig %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Increase the size of the volcano dataset 2x, using cubic interpolation volcanobig = resize_matrix(volcano, scale=3, method="cubic") volcanobig %>% sphere_shade() %>% plot_map() }
#Reduce the size of the monterey bay dataset by half if(run_documentation()) { montbaysmall = resize_matrix(montereybay, scale=0.5) montbaysmall %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Reduce the size of the monterey bay dataset from 540x540 to 100x100 montbaysmall = resize_matrix(montereybay, width = 100, height = 100) montbaysmall %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Increase the size of the volcano dataset 3x volcanobig = resize_matrix(volcano, scale=3) volcanobig %>% sphere_shade() %>% plot_map() } if(run_documentation()) { #Increase the size of the volcano dataset 2x, using cubic interpolation volcanobig = resize_matrix(volcano, scale=3, method="cubic") volcanobig %>% sphere_shade() %>% plot_map() }
This function determines if the examples are being run in pkgdown. It is not meant to be called by the user.
run_documentation()
run_documentation()
Boolean value.
# See if the documentation should be run. run_documentation()
# See if the documentation should be run. run_documentation()
Writes a stereolithography (STL) file that can be used in 3D printing.
save_3dprint(filename, maxwidth = 125, unit = "mm", rotate = FALSE)
save_3dprint(filename, maxwidth = 125, unit = "mm", rotate = FALSE)
filename |
String with the filename. If '.stl' is not at the end of the string, it will be appended automatically. |
maxwidth |
Default '125'. Desired maximum width of the 3D print in millimeters. Uses the units set in 'unit' argument. Can also pass in a string, "125mm" or "5in". |
unit |
Default 'mm'. Units of the 'maxwidth' argument. Can also be set to inches with 'in'. |
rotate |
Default 'TRUE'. If 'FALSE', the map will be printing on its side. This may improve resolution for some 3D printing types. |
Writes an STL file to 'filename'. Regardless of the unit displayed, the output STL is in millimeters.
filename_stl = tempfile() #Save the STL file into `filename_stl` if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl) } #Save the STL file into `filename_stl`, setting maximum width to 100 mm if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = 100) } #'#Save the STL file into `filename_stl`, setting maximum width to 4 inches if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = 4, unit = "in") } #'#'#Save the STL file into `filename_stl`, setting maximum width (character) to 120mm if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = "120mm") }
filename_stl = tempfile() #Save the STL file into `filename_stl` if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl) } #Save the STL file into `filename_stl`, setting maximum width to 100 mm if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = 100) } #'#Save the STL file into `filename_stl`, setting maximum width to 4 inches if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = 4, unit = "in") } #'#'#Save the STL file into `filename_stl`, setting maximum width (character) to 120mm if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano,zscale=3) render_snapshot() save_3dprint(filename_stl, maxwidth = "120mm") }
Converts MULTIPOLYGON Z features into a 3D OBJ model
save_multipolygonz_to_obj(sfobj, filename, swap_yz = FALSE)
save_multipolygonz_to_obj(sfobj, filename, swap_yz = FALSE)
sfobj |
sf object with MULTIPOLYGON Z geometry, |
filename |
Filename of the OBJ to save the 3D model to. |
swap_yz |
Default 'TRUE'., Whether to swap and Y and Z axes. (Y axis is vertical in rayshader coordinates, but data is often provided with Z being vertical). |
#Convert the built-in Washington Monument MULTIPOLYGON Z data to an OBJ file obj_temp = tempfile(fileext=".obk") save_multipolygonz_to_obj(washington_monument_multipolygonz, obj_temp, swap_yz=TRUE) #Render with rgl rgl::open3d() render_obj(filename=obj_temp, xyz=matrix(c(0,0,0),ncol=3), color="red") render_camera(theta=30,phi=40)
#Convert the built-in Washington Monument MULTIPOLYGON Z data to an OBJ file obj_temp = tempfile(fileext=".obk") save_multipolygonz_to_obj(washington_monument_multipolygonz, obj_temp, swap_yz=TRUE) #Render with rgl rgl::open3d() render_obj(filename=obj_temp, xyz=matrix(c(0,0,0),ncol=3), color="red") render_camera(theta=30,phi=40)
Writes the textured 3D rayshader visualization to an OBJ file.
save_obj( filename, save_texture = TRUE, water_index_refraction = 1, manifold_geometry = FALSE, all_face_fields = FALSE, save_shadow = FALSE )
save_obj( filename, save_texture = TRUE, water_index_refraction = 1, manifold_geometry = FALSE, all_face_fields = FALSE, save_shadow = FALSE )
filename |
String with the filename. If '.obj' is not at the end of the string, it will be appended automatically. |
save_texture |
Default 'TRUE'. If the texture should be saved along with the geometry. |
water_index_refraction |
Default '1'. The index of refraction for the rendered water. |
manifold_geometry |
Default 'FALSE'. If 'TRUE', this will take the additional step of making the mesh manifold. |
all_face_fields |
Default 'FALSE'. If 'TRUE', all OBJ face fields (v/vn/vt) will always be written. |
save_shadow |
Default 'FALSE'. If 'TRUE', this saves a plane with the shadow texture below the model. |
if(interactive()) { filename_obj = tempfile(fileext = ".obj") #Save model of volcano if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano, zscale = 2) save_obj(filename_obj) } #Save model of volcano without texture if(run_documentation()) { save_obj(filename_obj, save_texture = FALSE) } #Make water have realistic index of refraction if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay, zscale = 50) save_obj(filename_obj, water_index_refraction = 1.5) } }
if(interactive()) { filename_obj = tempfile(fileext = ".obj") #Save model of volcano if(run_documentation()) { volcano %>% sphere_shade() %>% plot_3d(volcano, zscale = 2) save_obj(filename_obj) } #Save model of volcano without texture if(run_documentation()) { save_obj(filename_obj, save_texture = FALSE) } #Make water have realistic index of refraction if(run_documentation()) { montereybay %>% sphere_shade() %>% plot_3d(montereybay, zscale = 50) save_obj(filename_obj, water_index_refraction = 1.5) } }
Writes the hillshaded map to file.
save_png( hillshade, filename, title_text = NA, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_style = "normal", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", rotate = 0, asp = 1 )
save_png( hillshade, filename, title_text = NA, title_offset = c(20, 20), title_color = "black", title_size = 30, title_font = "sans", title_style = "normal", title_bar_color = NULL, title_bar_alpha = 0.5, title_position = "northwest", rotate = 0, asp = 1 )
hillshade |
Array (or matrix) of hillshade to be written. |
filename |
String with the filename. If '.png' is not at the end of the string, it will be appended automatically. |
title_text |
Default 'NULL'. Text. Adds a title to the image, using 'magick::image_annotate()'. |
title_offset |
Default 'c(20,20)'. Distance from the top-left (default, 'gravity' direction in image_annotate) corner to offset the title. |
title_color |
Default 'black'. Font color. |
title_size |
Default '30'. Font size in pixels. |
title_font |
Default 'sans'. String with font family such as "sans", "mono", "serif", "Times", "Helvetica", "Trebuchet", "Georgia", "Palatino" or "Comic Sans". |
title_style |
Default 'normal'. Font style (e.g. 'italic'). |
title_bar_color |
Default 'NULL'. If a color, this will create a colored bar under the title. |
title_bar_alpha |
Default '0.5'. Transparency of the title bar. |
title_position |
Default 'northwest'. Position of the title. |
rotate |
Default 0. Rotates the output. Possible values: 0, 90, 180, 270. |
asp |
Default '1'. Aspect ratio of the resulting plot. Use 'asp = 1/cospi(mean_latitude/180)' to rescale lat/long at higher latitudes to the correct the aspect ratio. |
filename_map = tempfile() #Save the map into `filename_map` montereybay %>% sphere_shade() %>% save_png(filename_map) #Rotate the map 180 degrees: montereybay %>% sphere_shade() %>% save_png(filename_map,rotate=180)
filename_map = tempfile() #Save the map into `filename_map` montereybay %>% sphere_shade() %>% save_png(filename_map) #Rotate the map 180 degrees: montereybay %>% sphere_shade() %>% save_png(filename_map,rotate=180)
Calculates a color for each point on the surface using the surface normals and hemispherical UV mapping. This uses either a texture map provided by the user (as an RGB array), or a built-in color texture.
sphere_shade( heightmap, sunangle = 315, texture = "imhof1", normalvectors = NULL, colorintensity = 1, zscale = 1, progbar = interactive() )
sphere_shade( heightmap, sunangle = 315, texture = "imhof1", normalvectors = NULL, colorintensity = 1, zscale = 1, progbar = interactive() )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced. |
sunangle |
Default '315' (NW). The direction of the main highlight color (derived from the built-in palettes or the 'create_texture' function). |
texture |
Default 'imhof1'. Either a square matrix indicating the spherical texture mapping, or a string indicating one of the built-in palettes ('imhof1','imhof2','imhof3','imhof4','desert', 'bw', and 'unicorn'). |
normalvectors |
Default 'NULL'. Cache of the normal vectors (from 'calculate_normal' function). Supply this to speed up texture mapping. |
colorintensity |
Default '1'. The intensity of the color mapping. Higher values will increase the intensity of the color mapping. |
zscale |
Default '1/colorintensity'. The ratio between the x and y spacing (which are assumed to be equal) and the z axis. Ignored unless 'colorintensity' missing. |
progbar |
Default 'TRUE' if interactive, 'FALSE' otherwise. If 'FALSE', turns off progress bar. |
RGB array of hillshaded texture mappings.
#Basic example: montereybay %>% sphere_shade() %>% plot_map() #Decrease the color intensity: montereybay %>% sphere_shade(colorintensity=0.1) %>% plot_map() #Change to a built-in color texture: montereybay %>% sphere_shade(texture="desert") %>% plot_map() #Change the highlight angle: montereybay %>% sphere_shade(texture="desert", sunangle = 45) %>% plot_map() #Create our own texture using the `create_texture` function: montereybay %>% sphere_shade(zscale=10,texture=create_texture("#E9C68D","#AF7F38", "#674F30","#494D30", "#B3BEA3")) %>% plot_map()
#Basic example: montereybay %>% sphere_shade() %>% plot_map() #Decrease the color intensity: montereybay %>% sphere_shade(colorintensity=0.1) %>% plot_map() #Change to a built-in color texture: montereybay %>% sphere_shade(texture="desert") %>% plot_map() #Change the highlight angle: montereybay %>% sphere_shade(texture="desert", sunangle = 45) %>% plot_map() #Create our own texture using the `create_texture` function: montereybay %>% sphere_shade(zscale=10,texture=create_texture("#E9C68D","#AF7F38", "#674F30","#494D30", "#B3BEA3")) %>% plot_map()
Calculates a shadow for each point on the surface using the method described by Leland Brown in "Texture Shading: A New Technique for Depicting Terrain Relief."
texture_shade( heightmap, detail = 0.5, contrast = 1, brightness = 0, transform = TRUE, dx = 1, dy = 1, pad = 50 )
texture_shade( heightmap, detail = 0.5, contrast = 1, brightness = 0, transform = TRUE, dx = 1, dy = 1, pad = 50 )
heightmap |
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. |
detail |
Default '0.5'. Amount of detail in texture shading algorithm. '0' is the least detail, while '1' is the most. |
contrast |
Default '1',standard brightness. Amount of contrast in the texture shading. This transforms the resulting darkness using the formula 'tanh(input * contrast + brightness)'. |
brightness |
Default '0', standard brightness. Higher values will brighten the texture hillshade, while lower values will darken it. |
transform |
Default 'TRUE'. Whether to apply the 'tanh(input * contrast + brightness)' transformation. This transforms the resulting darkness using the formula 'tanh(input * contrast + brightness)'. |
dx |
Default '1'. The distance between each row of data (compared to the height axis). |
dy |
Default '1'. The distance between each column of data (compared to the height axis). |
pad |
Default ‘50'. The amount to pad the heightmap so edge effects don’t appear from the fourier transform. Only increase this if you encounter boundary effects. |
2D matrix of hillshade values.
#Create a direct mapping of elevation to color: if(run_documentation()) { #Plut using default values montereybay %>% texture_shade() %>% plot_map() } if(run_documentation()) { #Increase the level of detail montereybay %>% texture_shade(detail=1) %>% plot_map() } if(run_documentation()) { #Decrease the level of detail montereybay %>% texture_shade(detail=0) %>% plot_map() } if(run_documentation()) { #Increase the level of contrast montereybay %>% texture_shade(contrast=3) %>% plot_map() } if(run_documentation()) { #Increase the brightness for this level of contrast montereybay %>% texture_shade(contrast=5, brightness = 2) %>% plot_map() } #Add a texture_shade() layer into a map montbay = montereybay montbay[montbay < 0] = 0 if(run_documentation()) { montbay %>% height_shade() %>% add_water(detect_water(montbay), color="dodgerblue") %>% add_shadow(texture_shade(montbay, detail=1/3, contrast = 5, brightness = 6),0) %>% add_shadow(lamb_shade(montbay,zscale=50),0) %>% plot_map() }
#Create a direct mapping of elevation to color: if(run_documentation()) { #Plut using default values montereybay %>% texture_shade() %>% plot_map() } if(run_documentation()) { #Increase the level of detail montereybay %>% texture_shade(detail=1) %>% plot_map() } if(run_documentation()) { #Decrease the level of detail montereybay %>% texture_shade(detail=0) %>% plot_map() } if(run_documentation()) { #Increase the level of contrast montereybay %>% texture_shade(contrast=3) %>% plot_map() } if(run_documentation()) { #Increase the brightness for this level of contrast montereybay %>% texture_shade(contrast=5, brightness = 2) %>% plot_map() } #Add a texture_shade() layer into a map montbay = montereybay montbay[montbay < 0] = 0 if(run_documentation()) { montbay %>% height_shade() %>% add_water(detect_water(montbay), color="dodgerblue") %>% add_shadow(texture_shade(montbay, detail=1/3, contrast = 5, brightness = 6),0) %>% add_shadow(lamb_shade(montbay,zscale=50),0) %>% plot_map() }
This dataset is an 'sf' object containing MULTIPOLYGON Z 3D data of the Washington Monument in Washington, DC.
washington_monument_multipolygonz
washington_monument_multipolygonz
An 'sf' object with MULTIPOLYGONZ geometry.
https://opendata.dc.gov/documents/DCGIS::buildings-in-3d/
# See the `render_multipolygonz()` documentation for examples of using this data.
# See the `render_multipolygonz()` documentation for examples of using this data.