rayshader (version 0.5.1)

sphere_shade: sphere_shade

Description

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 ve

Usage

sphere_shade(heightmap, sunangle = 315, texture = "imhof1",
  normalvectors = NULL, zscale = 1, progbar = TRUE)

Arguments

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.

zscale

Default `1`. The ratio between the x and y spacing (which are assumed to be equal) and the z axis.

progbar

Default `TRUE`. If `FALSE`, turns off progress bar.

Value

RGB array of hillshaded texture mappings.

Examples

Run this code
# NOT RUN {
plot_map(sphere_shade(volcano,texture="desert"))
# }

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