Rendering the moon's craters with displacement mapping in R with rayrender! If you noticed they appear unphysically large, it's because I'm using a information communication technique long employed by cereal boxes: the data have been enlarged to show texture 😉
Used my under-development svg-to-R-polygon conversion package along with the raybevel package (currently "on vacation" from CRAN due to CGAL 5.6 compilation warnings) to generate a 3D version of the R logo! Will soon replace the existing "r_obj()" object in rayrender.
‼️ New rayrender update! v0.33.0 introduces instancing with create_instances(): copy/paste an existing scene (either a single 3D model or a collection of objects) and translate/rotate/scale it to a new location! This allows you to generate extremely large scenes with a low memory footprint. For example, here's 4,000,000 dragon models with about half a million vertices each: this would take about 150 terabytes of memory if loaded raw!
1/2 So this small, rather un-assuming render is kind of insane...
Earlier today, I posted a video showing an animation where each of the 435,545 vertices were themselves a complete Stanford dragon--cool. Instancing! However, when I implemented instancing in #rayrender, I made sure to do so in a way that supported nested instances: e.g. you can create an instance, and then instance that instance, and so on. So why am I posting a 400x400 still image of a dragon again?
(Finally started working on a new rayrender feature that's been on my to-do list for a while: instancing! This video would have taken about 10 terabytes of memory if rendered raw)
‼️ R package update! Version 0.32.0 of rayrender brings nicer scene printing with custom tibble print methods: Get much more usable information at a glance and see the overall scene information displayed as well. Makes for a much nicer scene building experience.
Test render animation: flying through a town square, with thousands of individually rendering rooftops!
In implementing this feature, I've also added some major improvements to rayshader, particularly with render_path(), which now should draw lines much, much faster! Should make drawing large amounts of glowing 3D lines much faster, cc @terence 😀
#30DayMapChallenge Day 22: North is not always up. Tried a few ideas that didn't work. Then learned that NASA's Blue Marble image was originally "south pole-up" but they flipped it so people wouldn't flip out. I chose not to do that here.
Just added an option to enable transparency for image renders in #rayrender when initial rays escape the scene: this was requested a long time ago (https://github.com/tylermorganwall/rayrender/issues/21) and I thought it was a good idea, but I only just got around to it so I could make a nice clean render of this hex logo for the upcoming #raybevel package! Look at those beautiful anti-aliased transparent edges.
Here are three takes on John Snow's iconic visualisation of cholera in 1854 London, all done in the #rayverse. Which one do you prefer—illuminated globes (left), lines (top right), or cel-shaded globes (bottom right)? I can't decide.