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
)
A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced.
Default 0
.
Default lightblue
.
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.
Default 0.5
. Water transparency.
Default NULL
. Color of the lines around the edges of the water layer.
Default 1
. Water line tranparency.
Default 2
. Width of the edge lines in the scene.
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()
}