Calculate Surface Color Map
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() )
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(texture=create_texture("springgreen","darkgreen", "turquoise","steelblue3","white")) %>% plot_map()
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