volume

volume(volume_data)
volume(x, y, z, volume_data)

Plots a volume, with optional physical dimensions x, y, z. Available algorithms are:

• :iso => IsoValue

• :absorption => Absorption

• :mip => MaximumIntensityProjection

• :absorptionrgba => AbsorptionRGBA

• :indexedabsorption => IndexedAbsorptionRGBA

Attributes

Specific to Volume

• algorithm::Union{Symbol, RaymarchAlgorithm} = :mip sets the volume algorithm that is used.

• isorange::Real = 0.05 sets the range of values picked up by the IsoValue algorithm.

• isovalue = 0.5 sets the target value for the IsoValue algorithm.

Generic

• visible::Bool = true sets whether the plot will be rendered or not.

• overdraw::Bool = false sets whether the plot will draw over other plots. This specifically means ignoring depth checks in GL backends.

• transparency::Bool = false adjusts how the plot deals with transparency. In GLMakie transparency = true results in using Order Independent Transparency.

• fxaa::Bool = true adjusts whether the plot is rendered with fxaa (anti-aliasing).

• inspectable::Bool = true sets whether this plot should be seen by DataInspector.

• depth_shift::Float32 = 0f0 adjusts the depth value of a plot after all other transformations, i.e. in clip space, where 0 <= depth <= 1. This only applies to GLMakie and WGLMakie and can be used to adjust render order (like a tunable overdraw).

• model::Makie.Mat4f sets a model matrix for the plot. This replaces adjustments made with translate!, rotate! and scale!.

• colormap::Union{Symbol, Vector{<:Colorant}} = :viridis sets the colormap that is sampled for numeric colors.

• colorrange::Tuple{<:Real, <:Real} sets the values representing the start and end points of colormap.

• nan_color::Union{Symbol, <:Colorant} = RGBAf(0,0,0,0) sets a replacement color for color = NaN.

• space::Symbol = :data sets the transformation space for box encompassing the volume plot. See Makie.spaces() for possible inputs.

Generic 3D

• shading = true enables lighting.

• diffuse::Vec3f = Vec3f(0.4) sets how strongly the red, green and blue channel react to diffuse (scattered) light.

• specular::Vec3f = Vec3f(0.2) sets how strongly the object reflects light in the red, green and blue channels.

• shininess::Real = 32.0 sets how sharp the reflection is.

• ssao::Bool = false adjusts whether the plot is rendered with ssao (screen space ambient occlusion). Note that this only makes sense in 3D plots and is only applicable with fxaa = true.

Examples

using GLMakie
r = LinRange(-1, 1, 100)
cube = [(x.^2 + y.^2 + z.^2) for x = r, y = r, z = r]
contour(cube, alpha=0.5)

cube_with_holes = cube .* (cube .> 1.4)
volume(cube_with_holes, algorithm = :iso, isorange = 0.05, isovalue = 1.7)

using NIfTI