

This either plots the image to the local device, or saves it to a file if given a filename. The user can specify the focal distance, focal length, and f-stop of the camera, as well as aperture shape and bokeh intensity. render_depth generates a depth of field effect for the 3D map.Use this for high-quality maps with realistic light transport. render_highquality renders in the scene with a built-in pathtracer, powered by the rayrender package.This can either add to a map that does not already have a water layer, or replace an existing water layer on the map.Īlso included are two functions to add additional effects and information to your 3D visualizations: render_water adds a 3D tranparent water layer to 3D maps, after the rgl device has already been created.The user can input their own color, or pass the name of one of the pre-defined palettes from sphere_shade to get a matching hue. add_water uses the output of detect_water to add a water color to the map.detect_water uses a flood-fill algorithm to detect bodies of water of a user-specified minimum area.Rayshader also has three functions to detect and add water to maps:
#3d overlay monstercat visualizer full
Otherwise, the user can specify a single color that will be marked as completely transparent, or set the full overlay as partly transparent. If the map includes transparency, this is taken into account when overlaying the image.

sphere_shade also includes 7 built-in palettes: “imhof1”, “imhof2”, “imhof3”, imhof4“,”desert“,”bw“,”unicorn". A texture can be generated with the create_texture function, or loaded from an image. sphere_shade maps an RGB texture to a hillshade by spherical mapping.By default, this also scales the light intensity at each point by the dot product of the mean ray direction and the surface normal (also implemented in function lamb_shade, this can be turned off by setting lambert=FALSE. ray_shade uses user specified light directions to calculate a global shadow map for an elevation matrix.Rayshader has seven functions related to mapping:
