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    <title>Raymond P. Burkholder - Things I Do - Visualization</title>
    <link>http://blog.raymond.burkholder.net/</link>
    <description>In And Around Technology and The Arts</description>
    <dc:language>en</dc:language>
    <generator>Serendipity 1.7.2 - http://www.s9y.org/</generator>
    <pubDate>Sun, 18 Apr 2021 23:30:06 GMT</pubDate>

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        <title>RSS: Raymond P. Burkholder - Things I Do - Visualization - In And Around Technology and The Arts</title>
        <link>http://blog.raymond.burkholder.net/</link>
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<item>
    <title>Observability Links</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/1105-Observability-Links.html</link>
            <category>Visualization</category>
    
    <comments>http://blog.raymond.burkholder.net/index.php?/archives/1105-Observability-Links.html#comments</comments>
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://thenewstack.io/observability-wont-replace-monitoring-because-it-shouldnt/&quot; target=_blank&gt;Observability Won’t Replace Monitoring (Because It Shouldn’t)&lt;/a&gt; - Ben Sigelman
  &lt;li&gt;&lt;a href=&quot;https://thenewstack.io/observability-a-3-year-retrospective/&quot; target=_blank&gt;Observability — A 3-Year Retrospective&lt;/a&gt; - Charity Majors
  &lt;li&gt;&lt;a href=&quot;https://copyconstruct.medium.com/monitoring-and-observability-8417d1952e1c&quot; target=_blank&gt;Monitoring and Observability&lt;/a&gt; - Cindy Sridharan
  &lt;/ul&gt;

&lt;blockquote&gt;
Observability is how you explain unknown-unknowns, that it’s about exploration and debugging instead of dashboards and pattern matching or accessing certain data types. 
&lt;/blockquote&gt;

&lt;blockquote&gt;
observability is impossible without:
&lt;ul&gt;
&lt;li&gt;raw events
&lt;li&gt;high cardinality dimensions
&lt;li&gt;no pre-aggregation, no pre-indexing (which lock you into asking predefined questions)
&lt;li&gt;read time aggregation
&lt;li&gt;arbitrarily wide events
&lt;li&gt;schema-less-ness
&lt;li&gt;structured data
&lt;li&gt;oriented around the lifecycle of the request
&lt;li&gt;batched up context
&lt;li&gt;not metrics-based
&lt;li&gt;static dashboards don’t work, it must be exploratory
&lt;li&gt;etc.
&lt;/ul&gt;
&lt;/blockquote&gt;

&lt;p&gt;On an side-ways related note, &lt;a href=&quot;https://arxiv.org/abs/1604.06737&quot; target=_blank&gt;Entity Embeddings of Categorical Variables&lt;/a&gt; was referenced in a youtube talk about &lt;a href=&quot;https://www.youtube.com/watch?v=icmjDyNaj2E&quot; target=_blank&gt;examining keyword profit analysis&lt;/a&gt; which is effectively high cardinality categorical data in a different context. 
    </content:encoded>

    <pubDate>Sun, 18 Apr 2021 22:48:22 +0000</pubDate>
    <guid isPermaLink="false">http://blog.raymond.burkholder.net/index.php?/archives/1105-guid.html</guid>
    
</item>
<item>
    <title>GiMP</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/1009-GiMP.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.makeuseof.com/tag/install-gimp-plugins/&quot; target=_blank&gt;8 Best GIMP Plugins and How to Install Them&lt;/a&gt;
  &lt;/ul&gt; 
    </content:encoded>

    <pubDate>Wed, 26 Jun 2019 07:40:25 +0000</pubDate>
    <guid isPermaLink="false">http://blog.raymond.burkholder.net/index.php?/archives/1009-guid.html</guid>
    
</item>
<item>
    <title>OpenGL Resources</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/891-OpenGL-Resources.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;From Khronos:

&lt;ul&gt; 
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/registry/OpenGL-Refpages/&quot; target=_blank&gt;OpenGL® and OpenGL® ES Reference Pages &lt;/a&gt; - text based documentation - 
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/registry/OpenGL-Refpages/gl4/&quot; target=_blank&gt;OpenGL® 4.5 Reference Pages &lt;/a&gt; - from khronos
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/registry/OpenGL/index_gl.php&quot; target=_blank&gt;Khronos OpenGL® Registry&lt;/a&gt; - contains specifications, header files, and related documentation for OpenGL and related APIs including GLU, GLX, and WGL (pdf based documentation)
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Getting_Started&quot; target=_blank&gt;Getting Started&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Common_Mistakes&quot; target=_blank&gt;Common Mistakes&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/developers/reference-cards&quot; target=_blank&gt;Reference Guides / Cards&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)&quot; target=_blank&gt;Interface Block (GLSL)&lt;/a&gt; is a group of GLSL input, output, uniform, or storage buffer variables. These blocks have special syntax and semantics that can be applied to them.
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Uniform_(GLSL)&quot; target=_blank&gt;Uniform (GLSL)&lt;/a&gt; is a global GLSL variable declared with the &quot;uniform&quot; storage qualifier. These act as parameters that the user of a shader program can pass to that program. They are stored in a program object.
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Main_Page&quot; target=_blank&gt;Main Wiki&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Texture_Storage&quot; target=_blank&gt;Texture Storage&lt;/a&gt; is the part of Texture objects that contains the actual pixel data stored in the 
texture
  &lt;li&gt;&lt;a href=&quot;https://www.khronos.org/opengl/wiki/Related_toolkits_and_APIs&quot; target=_blank&gt;Related toolkits and APIs&lt;/a&gt;: look at freeglut, glfw
  &lt;li&gt;&lt;a href=&quot;https://github.com/dcnieho/FreeGLUT&quot; target=_blank&gt;FreeGLUT&lt;/a&gt; version on github, with recent contributions for android
  &lt;/ul&gt;

&lt;p&gt;Other doc sites:
&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://docs.gl/&quot; target=_blank&gt;docs.GL&lt;/a&gt; - describes API calls for es3, es2, gl2, gl3, gl4
  &lt;li&gt;&lt;a href=&quot;https://www.opengl.org/&quot; target=_blank&gt;OpenGL.org&lt;/a&gt;
  &lt;/ul&gt;

&lt;p&gt;Book related:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.openglsuperbible.com/&quot; target=_blank&gt;OpenGL SuperBible&lt;/a&gt; - sample code for the book, now 7th edition.  Last blog entry from 2014.
  &lt;li&gt;&lt;a href=&quot;http://www.openglsuperbible.com/2013/12/09/vertex-array-performance/&quot; target=_blank&gt;Vertex Array Performance&lt;/a&gt; - benchmarking from the SuperBible blog.
  &lt;/ul&gt;

&lt;p&gt;Tutorials:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://open.gl/drawing&quot; target=_blank&gt;open.gl&lt;/a&gt; - the basics of using OpenGL to develop modern graphics applications, with good code samples.
  &lt;li&gt;&lt;a href=&quot;http://www.opengl-tutorial.org/&quot; target=_blank&gt;opengl tutorial&lt;/a&gt; - basic and intermediate 
  &lt;li&gt;&lt;a href=&quot;https://www.opengl.org/sdk/docs/tutorials/TyphoonLabs/&quot; target=_blank&gt;TyphoonLabs&#039; OpenGL Shading Language tutorials&lt;/a&gt; - pdf based documentation
  &lt;li&gt;&lt;a href=&quot;http://www.glprogramming.com/red/&quot; target=_blank&gt;Official Guide to Learning OpenGL, Version 1.1&lt;/a&gt; - with more &lt;a href=&quot;http://www.glprogramming.com/links.php&quot; target=_blank&gt;links&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://bitbucket.org/alfonse/gltut/downloads/&quot; target=_blank&gt;Learning Modern 3D Graphics Programming&lt;/a&gt; - download site - from  Jason McKesson - pretty good - not online but via an 
&lt;a href=&quot;https://web.archive.org/web/20150225192611/http://www.arcsynthesis.org/gltut/index.html&quot; target=_blank&gt;archive&lt;/a&gt;.
  &lt;li&gt;&lt;a href=&quot;http://www.songho.ca/opengl/index.html&quot; target=_blank&gt;Song Ho Ahn&lt;/a&gt; - &quot;fundamental OpenGL tutorials and notes. All example programs are written by C++ with Code::Blocks and Orwell Dev-C++, as well as makefiles for Linux and Mac. I mostly use GLUT&quot;

  &lt;/ul&gt;

&lt;p&gt;Related libraries:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://github.com/g-truc/glm&quot; target=_blank&gt;OpenGL Mathematics (GLM)&lt;/a&gt; - is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications - &lt;a href=&quot;https://glm.g-truc.net/0.9.8/index.html&quot; target=_blank&gt;Documentation&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://glsdk.sourceforge.net/docs/html/index.html&quot; target=_blank&gt;Unofficial OpenGL Software Development Kit&lt;/a&gt; - is a collection of libraries and utilities that will help you get started working with OpenGL. It provides a unified, cross-platform build system to make compiling the disparate libraries easier.  Image loader, mouse based camera/object manipulation, mesh manipulation, and related window support.
  &lt;li&gt;&lt;a href=&quot;http://www.openscenegraph.org/&quot; target=_blank&gt;OpenSceneGraph&lt;/a&gt; is an open source high performance 3D graphics toolkit, used by application developers in fields such as visual simulation, games, virtual reality, scientific visualization and modelling. 
  &lt;li&gt;&lt;a href=&quot;https://github.com/wjakob/nanogui&quot; target=_blank&gt;NanoGUI&lt;/a&gt; - pure opengl user interface, just doesn&#039;t seem to be an easy way to get it on android.
  &lt;/ul&gt; 
    </content:encoded>

    <pubDate>Sat, 20 Jan 2018 22:01:33 +0000</pubDate>
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</item>
<item>
    <title>Vapours</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/616-Vapours.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;img src=&quot;http://blog.raymond.burkholder.net/uploads/photos/_DSC5683.JPG&quot; alt=&quot;&quot; /&gt; 
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    <pubDate>Sun, 16 Nov 2014 20:02:11 +0000</pubDate>
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</item>
<item>
    <title>Fire And Ice</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/615-Fire-And-Ice.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;img src=&quot;http://blog.raymond.burkholder.net/uploads/photos/5817.JPG&quot; alt=&quot;&quot; /&gt; 
    </content:encoded>

    <pubDate>Sun, 16 Nov 2014 19:59:31 +0000</pubDate>
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<item>
    <title>Building a Model in Blender From Multiple Photographs</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/588-Building-a-Model-in-Blender-From-Multiple-Photographs.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;a class=&quot;serendipity_image_link&quot; title=&quot;City of Hamilton Coat of Arms&quot; href=&#039;http://blog.raymond.burkholder.net/uploads/photos/citycoa.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:15 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;84&quot; height=&quot;110&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/citycoa.serendipityThumb.jpg&quot; title=&quot;City of Hamilton Coat of Arms&quot; alt=&quot;coa&quot; /&gt;&lt;/a&gt;

&lt;p&gt;There are a number of tutorials on &lt;a href=&quot;www.youtube.com&quot; target=_blank&gt;youtube&lt;/a&gt; which explain the steps of creating a 3D model in Blender via the photogrammetry tools VisualSFM and MeshLab.  I have distilled those instructions down to their basic elements via the following shortform guides.

&lt;p&gt;An alternate dense point cloud builder:  &lt;a href=&quot;http://www.di.ens.fr/cmvs/&quot; target=_blank&gt;Clustering Views for Multi-view Stereo (CMVS)&lt;/a&gt;

 &lt;br /&gt;&lt;a href=&quot;http://blog.raymond.burkholder.net/index.php?/archives/588-Building-a-Model-in-Blender-From-Multiple-Photographs.html#extended&quot;&gt;Continue reading &quot;Building a Model in Blender From Multiple Photographs&quot;&lt;/a&gt;
    </content:encoded>

    <pubDate>Sun, 20 Jul 2014 17:39:39 +0000</pubDate>
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<item>
    <title>Creating Rainbow Backgrounds With Processing</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/587-Creating-Rainbow-Backgrounds-With-Processing.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;I was creating some lighting effects for a dance recital.  To break up the monotony of a monotonic cyc background, I wanted to create some simple color effects.  As I&#039;ve been wanting to, and have done so yet, I wanted to give &lt;a href=&quot;https://www.processing.org/&quot; target=_blank&gt;processing 2&lt;/a&gt; a go.  It turns out to be a c-like language based upon an actual underlying java engine.

&lt;iframe class=&quot;serendipity_image_right&quot; style=&quot;width:120px;height:240px;&quot; marginwidth=&quot;0&quot; marginheight=&quot;0&quot; scrolling=&quot;no&quot; frameborder=&quot;0&quot; src=&quot;http://blog.raymond.burkholder.net//ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;OneJS=1&amp;Operation=GetAdHtml&amp;MarketPlace=US&amp;source=ac&amp;ref=tf_til&amp;ad_type=product_link&amp;tracking_id=oneunified-20&amp;marketplace=amazon&amp;region=US&amp;placement=1935182625&amp;asins=1935182625&amp;linkId=3MIXLNCYUHUPJKOR&amp;show_border=true&amp;link_opens_in_new_window=false&quot;&gt;
&lt;/iframe&gt;

&lt;p&gt;The program starts with a full screen rainbow.  Then left clicking anywhere  on the image, it uses the y value to determine the number of ripples, and the x value to determine the color upon which the ripples are centered.  A right click will save the image to a file.  Default image name is c000.jpg.  The directory is hardcoded in the source.  By typing a lower case &#039;c&#039; then a sequence of digits, a new file name can be created.  I used the letter &#039;c&#039; to designate the cue for which the image was to be used.  &#039;b&#039; will toggle a black background in and out.  

&lt;p&gt;My plan was to use the Processing program during the light show, hence the use of midi to bring in images.  The midi code is incomplete as I decided that show programming would become somewhat complex for what I needed.  Rather than deleting the code, I have left the midi code in as a template for what could be done in the future.  It is operational, and does trigger on midi messages, so it becomes a good working starting point for something different in the future.

&lt;p&gt;While on the subject of Generative Art, some sites to which I&#039;d like to return:

&lt;ul&gt;  
  &lt;li&gt;&lt;a href=&quot;https://www.processing.org/&quot; target=_blank&gt;Processing&lt;/a&gt;:  the place for the application
  &lt;li&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Generative_art&quot; target=_blank&gt;Wikpedia&lt;/a&gt;&#039;s entry for Generative Art
  &lt;li&gt;&lt;a href=&quot;http://zenbullets.com/video.php&quot; target=_blank&gt;zenbullets&lt;/a&gt;: prolific generative art producer
  &lt;li&gt;&lt;a href=&quot;http://abandonedart.org/&quot; target=_blank&gt;Abandoned Art&lt;/a&gt;:  art from zenbullets
  &lt;li&gt;&lt;a href=&quot;http://amnonp5.wordpress.com/2012/01/28/25-life-saving-tips-for-processing/&quot; target=_blank&gt;25 life-saving tips for Processing&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://wiki.processing.org/w/Main_Page&quot; target=_blank&gt;Processing Wiki&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://neurogami.com/blog/neurogami-scripting-processing-with-midi-using-renoise.html&quot; target=_blank&gt;Processing, Midi, Renoise, Scripting&lt;/a&gt;
  
  &lt;/ul&gt;

&lt;br /&gt;
&lt;br /&gt;

&lt;div&gt;
&lt;a class=&quot;serendipity_image_link&quot;  href=&#039;http://blog.raymond.burkholder.net/uploads/photos/processing/cyc-00010.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:13 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;109&quot; height=&quot;60&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/processing/cyc-00010.serendipityThumb.jpg&quot;  alt=&quot;&quot; /&gt;&lt;/a&gt;

&lt;a class=&quot;serendipity_image_link&quot;  href=&#039;http://blog.raymond.burkholder.net/uploads/photos/processing/c510.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:11 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;110&quot; height=&quot;62&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/processing/c510.serendipityThumb.jpg&quot;  alt=&quot;&quot; /&gt;&lt;/a&gt;


&lt;a class=&quot;serendipity_image_link&quot;  href=&#039;http://blog.raymond.burkholder.net/uploads/photos/processing/cyc-00038.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:14 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;109&quot; height=&quot;60&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/processing/cyc-00038.serendipityThumb.jpg&quot;  alt=&quot;&quot; /&gt;&lt;/a&gt;

&lt;a class=&quot;serendipity_image_link&quot;  href=&#039;http://blog.raymond.burkholder.net/uploads/photos/processing/c650.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:12 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;110&quot; height=&quot;61&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/processing/c650.serendipityThumb.jpg&quot;  alt=&quot;&quot; /&gt;&lt;/a&gt;

&lt;a class=&quot;serendipity_image_link&quot;  href=&#039;http://blog.raymond.burkholder.net/uploads/photos/processing/c340.jpg&#039; target=&quot;_blank&quot;&gt;&lt;!-- s9ymdb:10 --&gt;&lt;img class=&quot;serendipity_image_left&quot; width=&quot;110&quot; height=&quot;62&quot;  src=&quot;http://blog.raymond.burkholder.net/uploads/photos/processing/c340.serendipityThumb.jpg&quot;  alt=&quot;&quot; /&gt;&lt;/a&gt;

&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;

&lt;p&gt;
 &lt;br /&gt;&lt;a href=&quot;http://blog.raymond.burkholder.net/index.php?/archives/587-Creating-Rainbow-Backgrounds-With-Processing.html#extended&quot;&gt;Continue reading &quot;Creating Rainbow Backgrounds With Processing&quot;&lt;/a&gt;
    </content:encoded>

    <pubDate>Fri, 18 Jul 2014 02:57:26 +0000</pubDate>
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<item>
    <title>Texture Maps From Diffuse</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/573-Texture-Maps-From-Diffuse.html</link>
            <category>Visualization</category>
    
    <comments>http://blog.raymond.burkholder.net/index.php?/archives/573-Texture-Maps-From-Diffuse.html#comments</comments>
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;Summary from &lt;a href=&quot;http://www.crydev.net/viewtopic.php?f=291&amp;t=118001&quot; target=_blank&gt;Crydev Forum &amp;gt; Community &amp;gt; Tutorials &amp;gt; Texture Maps From Diffuse&lt;/a&gt;:

&lt;blockquote&gt;
&lt;p&gt;I was getting annoyed by generating normal map out of diffuses since they bend according to the color information I was getting unclean and plastic like normal maps ... This is useful if you want a really clean normal map and also the sad part it this tutorial works only for &quot;some&quot; diffuses, by &quot;some&quot; I mean the ones with simple surfaces.

&lt;p&gt;Of course it works for all type of diffuse but that requires a digital pen and a lot of time to put in.

&lt;ul&gt;
  &lt;li&gt;Open it up in Photoshop (or other software).
  &lt;li&gt;Make another layer on top of it, fill it with black and set the opacity to 50%.
  &lt;li&gt;With the black layer activated you are now able to see the below layer which is our diffuse, now select the areas you want to bump up, and fill them with white color.
  &lt;li&gt;Once you are done with it, set the opacity to 100% and save the image
  &lt;li&gt;Save it and generate a normal map out of it.
  &lt;li&gt;With the clean normal map, you can also simply generate a clean Specular map. (This if you NEED a clean specular, otherwise spec from original diff would be good).
  &lt;li&gt;Remember to copy the black and white diffuse into the alpha channel and that&#039;ll simply be a Displacement map. (blur it according to your own surface type, rocks benefits from this, hard metal shapes probably not.).  
  &lt;li&gt;Specular maps shouldn&#039;t have strong AO or shadows in them, since when the light direction changes, it might look way off. Especially notable on the right-side (Opposite of the light direction) where the inwards-bending parts should be brighter than the surface itself. The normal-map should also contain some smaller details from the diffuse map, creating an more detailed outlook, you should try experimenting with creating an down-scaled normal layer and up-scaling it, blurring and overlaying on the main layer.
  &lt;li&gt;Also, add a glossiness map to specular alpha, so that you can have dirty parts reflect light worse than clean parts.
  &lt;/ul&gt;
&lt;/blockquote&gt; 
    </content:encoded>

    <pubDate>Sat, 21 Jun 2014 18:54:29 +0000</pubDate>
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<item>
    <title>Spanish Point Sunset</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/572-Spanish-Point-Sunset.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;&lt;img src=&quot;http://blog.raymond.burkholder.net/uploads/photos/_DSC1686web800.png&quot;&gt;

&lt;p&gt;&lt;img src=&quot;http://blog.raymond.burkholder.net/uploads/photos/_DSC1721web800.png&quot;&gt; 
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    <pubDate>Sat, 21 Jun 2014 18:12:09 +0000</pubDate>
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<item>
    <title>The Sun Always Shines Above The Clouds</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/571-The-Sun-Always-Shines-Above-The-Clouds.html</link>
            <category>Visualization</category>
    
    <comments>http://blog.raymond.burkholder.net/index.php?/archives/571-The-Sun-Always-Shines-Above-The-Clouds.html#comments</comments>
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;This is a picture shot last week of Commissioner&#039;s House in Dockyards, Bermuda from North Shore Road near Flatts.  A little color enhancement, and some text were added.

&lt;p&gt;&lt;a href=&quot;http://blog.raymond.burkholder.net/uploads/photos/SunAlwaysShines1280.png&quot; target=_blank&gt;
&lt;img src=&quot;http://blog.raymond.burkholder.net/uploads/photos/SunAlwaysShines600x397.png&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;

 
    </content:encoded>

    <pubDate>Sun, 08 Jun 2014 19:40:53 +0000</pubDate>
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<item>
    <title>KMPlayer, BenQ MH680, with 3D Glasses II</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/570-KMPlayer,-BenQ-MH680,-with-3D-Glasses-II.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;I recently purchased a BenQ MH680 projector.  This projector is advertised as having 3D capabilities.  I ordered at the 3D Glasses II to go along with it.  

&lt;p&gt;Having now received the glasses, I wanted to give it a try.  Gravity, Hugo, and Avatar seemed to be good trial candidates.  Gravity and Avatar I have as Side by Side, while I have Hugo as Over Under.

&lt;p&gt; It took a while to figure out the correct settings, and to determine how to make things work.  Here are my thoughts to help make things easier to configure next time.

&lt;p&gt;For each of the two scenarios, side-by-side, and over-under, there are a couple of common KMPlayer settings.   The right hand advertisement box can be made to go away by clicking on the &#039;box&#039; slider in the upper header.  

&lt;p&gt;Right click in the main window to bring up a menu.  In the &#039;3D Screen Controls&#039;, set for &#039;Do Nothing&#039;.  Double Click to go full screen.  Start playing the video.  While playing the video, you should be aware of the following commands from the menu:  &#039;Pan &amp;amp; Scan&#039; -&gt; &#039;Frame Size &amp;amp; Position&#039;.  These are handy keyboard keys to remember.  They are used to tune the frame settings to optimize the 3D viewing environment.

&lt;blockquote&gt;&lt;pre&gt;
width  - ctrl 4  4 move left
width  + ctrl 6  6 move right
height - ctrl 2  8 move up
height + ctrl 8  2 move down
&lt;/pre&gt;&lt;/blockquote&gt;

&lt;p&gt;On the projector, bring up the 3D menu.  Select &#039;Side By Side&#039; or &#039;Over Under&#039; as determined by the movie type.  Then use the numeric keys mentioned earlier to tune the viewing experience.  Especially if you are seeing double images.

&lt;p&gt;If you see an inversion of depth, use the &#039;3D Screen Controls&#039; -&gt; &#039;Swap Frame Order&#039; menu item.  These should provide the correct depth of view. 
    </content:encoded>

    <pubDate>Mon, 26 May 2014 18:10:07 +0000</pubDate>
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<item>
    <title>Creating VJ Snippets</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/567-Creating-VJ-Snippets.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;I&#039;m looking at ways I could create various video snippets for Video Jockey.  A &lt;a href=&quot;http://www.gimp.org/tutorials/Tileable_Textures/&quot; target=_blank&gt;Tilable Textures&lt;/a&gt; tutorial triggered some ideas.  By using some blender models animated with randomness and texture mapped with gradient brushes would generate a number of interesting image sequences.

&lt;p&gt;Having thought about this more, I remembered that Processing is designed to perform much of this real time visualization.  Then I spot 
&lt;a href=&quot;http://www.openprocessing.org/&quot; target=_blank&gt;OpenProcessing&lt;/a&gt;.  Perfect!  Interactive ones are the best:  &lt;a href=&quot;http://www.openprocessing.org/sketch/149337&quot; target=_blank&gt;Lines Between Letters&lt;/a&gt;. 
    </content:encoded>

    <pubDate>Sun, 25 May 2014 02:58:16 +0000</pubDate>
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<item>
    <title>Blender Cycles Render Optimization</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/566-Blender-Cycles-Render-Optimization.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;I created a three minute long Blender animation.  This comes out to over 4000 frames at 24 frames per second.  Per frame rendering was taking up to 90 seconds.  This turns into about three days of rendering, even on a double NVidia Quaddro 4000.  I wanted to see if I could improve the render times.

&lt;p&gt;The first reference in the list is at &lt;a href=&quot;http://www.blenderguru.com/4-easy-ways-to-speed-up-cycles/&quot; target=_blank&gt;Blender Guru - Four Easy Ways to Speed Up Cycles&lt;/a&gt;.  His first listed method was to switch to GPU rendering.  Yep, already selected that.  And the latest Blender release, 2.70a, can use both of my GPUs.  I see the two rendering tiles happening.

&lt;p&gt;His second suggestion is to reduce the number of bounces.  In his example, it looks like a high number of bounces are really useful for transparent objects, but less useful for solid objects.  Looks like things could be toned down to 4 bounces or so, and still have a good render.  

&lt;p&gt;Changing tile size is the third optimization method.  A setting of 256x240 (for 720p frame) appears to be helpful.  That is for a GPU related render.  It appears that smaller tile sizes work best for CPU based renders.

&lt;p&gt;For high resolution renders, the number of samples needs to be high, but not excessively high.  The law of diminishing returns comes into effect.  For my render, I&#039;m using 70 samples.  The results are grainy, but very useful.  Higher sample rates will increase render time.

&lt;p&gt;In the comments section of the page, additional refinements are suggested:  a) use a &#039;static bvh&#039; viewport, b) save buffers, c) cache bvh, d) use spatial splits, e) persistent images, and f) progressive refine (other articles indicate that progressive refine is actually slower, I havn&#039;t tried it yet).  [As a side note, the &lt;a href=&quot;http://adaptivesamples.com/&quot; target=_blank&gt;Adaptive Samples&lt;/a&gt; web site has many other useful Blender tips and techniques.  Note, that on animation files with many frames, points b) and c) can eat a lot of disk space.

&lt;p&gt;With a combination of these settings, I saw an improvement in render times from about 90 seconds down to 45 seconds, a 50% reduction in render time, and the images appeared to be of higher quality.

&lt;p&gt;A subtle optimization of the tile size is mentioned at &lt;a href=&quot;http://adaptivesamples.com/2013/09/11/auto-tile-size-addon/&quot; target=_blank&gt;Adaptive Samples - Auto Tile Size Addon&lt;/a&gt;.  The idea is to figure out what the tile size is for best renders based upon powers of two for x and y.  Once determined, then modify the tile sizes for even distribution into the final render size.  For example, if my tuned tile size is 256 x 256.  My final render size is 720p (1280x720).  So 1280/256=5.  720/256=2.8.  So tile size would be 256x240.  (256 goes evenly into 1280, but 3 is the closed integer which goes into 720 evenly).

&lt;p&gt;As a side note, the blog &lt;a href=&quot;http://adaptivesamples.com/&quot; target=_blank&gt;Adaptive Samples&lt;/a&gt; has many additional Blender tips and techniques.  One of which is some information about how to use the new Blender Volumetric lighting capabilities.  Plus he has a series of &lt;a href=&quot;http://adaptivesamples.com/category/commonly-ignored-features/&quot; target=_blank&gt;Commonly Ignored Features&lt;/a&gt;.
 
    </content:encoded>

    <pubDate>Sat, 24 May 2014 18:54:22 +0000</pubDate>
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<item>
    <title>Photo Recovery From SDCard</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/564-Photo-Recovery-From-SDCard.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;I bought, what I thought, would be a clever little dongle:  a small USB device to accept SDCards and such.  Must have been cheap, rather than inexpensive.  I used it to transfer some files.  I made the mistake of attempting to use it to delete files as well.  Arrgh.  It corrupted the file system.  Arrgh.  I tried a bunch of utilities.  Things like GetBackData and such.  They could find nary a thing.

&lt;p&gt;A Q&amp;A at StackFault gave a pointer to .... &lt;a href=&quot;http://www.cgsecurity.org/wiki/PhotoRec&quot; target=_blank&gt;PhotoRec&lt;/a&gt;, a photo recovery tool.

&lt;p&gt;The download is actually two applications:  one is a file recovery tool, and the other is a photo recovery tool.  The file recovery tool is what I tried first.  It failed miserably.  I thought I lost a whole evening&#039;s shooting for a band.

&lt;p&gt;Later the day, in following links, I realized I hadn&#039;t tried the PhotoRec tool.  I should have tried that first.  It is totally amazing.  It works by skipping the file system organization, and goes directly to scanning disk sector blocks.  Photo files have signatures embedded in the file.  The PhotoRec tool scans looking for those signatures, rebuilds the file, copies, and then places the file on a different drive.

&lt;p&gt;It is still running while I write this, and still recovering files.  I think I had around 700 files to review.  Around 200 have been recovered so far.

&lt;p&gt;Totally amazing.  I think I need to do a donation for that one.

&lt;p&gt;Lesson learned on this one:  do a total read-only copy first, before going around and messing with files. 
    </content:encoded>

    <pubDate>Mon, 19 May 2014 00:50:16 +0000</pubDate>
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    <title>Models, Materials and Textures For Blender</title>
    <link>http://blog.raymond.burkholder.net/index.php?/archives/563-Models,-Materials-and-Textures-For-Blender.html</link>
            <category>Visualization</category>
    
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    <author>nospam@example.com (Raymond P. Burkholder)</author>
    <content:encoded>
    &lt;p&gt;Models:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://animium.com&quot; target=_blank&gt;Animium&lt;/a&gt;: Free 3D Models and 3D Tutorials, with Photoshop Brushes
  &lt;li&gt;&lt;a href=&quot;http://www.blendswap.com/&quot; target=_blank&gt;Blend Swap&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.scifi3d.com/&quot; target=_blank&gt;SciFi 3D&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.3dcadbrowser.com/&quot; target=_blank&gt;3D CAD Browser&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.blender-models.com/&quot; target=_blank&gt;Blender 3D Model Repository&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/&quot; target=_blank&gt;60 Excellent Free 3D Model 
Websites&lt;/a&gt;
  &lt;/ul&gt;

Textures:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.rendertextures.com/&quot; target=_blank&gt;Render  Textures&lt;/a&gt;: very good wood floors
  &lt;li&gt;&lt;a href=&quot;http://www.3d-diva.com/page1_freetexture_homepg.html&quot; target=_blank&gt;3D Diva&lt;/a&gt;: free textures and architectural stuff
  &lt;li&gt;&lt;a href=&quot;http://www.texturemate.com/&quot; target=_blank&gt;Free Textures, Brushes, Patterns, and Design Articles&lt;/a&gt;:  Looks good.  Has some texture bundles.
  &lt;li&gt;&lt;a href=&quot;http://www.cgtextures.com/&quot; target=_blank&gt;CG Textures&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://opengameart.org/textures/all&quot; target=_blank&gt;Open Game Art&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://texturez.com/&quot; target=_blank&gt;Texturez&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.burningwell.org/gallery2/v/textures/&quot; target=_blank&gt;Burning Well Textures&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.publicdomainpictures.net/&quot; target=_blank&gt;Public Domain Pictures&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://bencloward.com/resources_textures.shtml&quot; target=_blank&gt;Ben Cloward Textures&lt;/a&gt; and other related tools and tutorials.
  &lt;li&gt;&lt;a href=&quot;http://www.cgskies.com/&quot; target=_blank&gt;CG Skies&lt;/a&gt;: source for high resolution panoramic HDR skies.  Has links to additional HDR, panoramic, and stitching resources.
  &lt;li&gt;&lt;a href=&quot;https://shop.3dtotal.com/total-textures/volumes-1-to-19.html&quot; target=_blank&gt;Total Textures 19 DVD Bundle&lt;/a&gt;: non-free
  &lt;li&gt;&lt;a href=&quot;http://designrshub.com/tag/textures&quot; target=_blank&gt;designrs hub&lt;/a&gt;: texture resources
  &lt;li&gt;&lt;a href=&quot;http://all-free-download.com/photoshop-patterns/&quot; target=_blank&gt;Photoshop Patterns&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.photoshoproadmap.com/Photoshop-blog/60-impressive-free-high-resolution-textures-and-backgrounds/&quot; target=_blank&gt;Impressive Free High Resolution Textures and Backgrounds&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://freetexturesite.blogspot.com/&quot; target=_blank&gt;List of Free Texture Sites&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.texturex.com/&quot; target=_blank&gt;Texture X&lt;/a&gt;
  &lt;/ul&gt;

&lt;p&gt;Applications for height/displacement, normal, specular maps:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.spiralgraphics.biz/genetica.htm&quot; target=_blank&gt;Spiral Graphics Genetica&lt;/a&gt;: editor of seamless textures, animated textures, and HDRI environment maps!  Genetica is a standalone application available on Windows XP and above.  Found through a link at &lt;a href=&quot;http://www.textureswithgenetica.com/&quot; target=_blank&gt;Textures With Genetica&lt;/a&gt;.
  &lt;li&gt;&lt;a href=&quot;https://www.filterforge.com/&quot; target=_blank&gt;Filter Forge&lt;/a&gt;: A plugin for Adobe Photoshop that allows you to build your own filters.
  &lt;li&gt;&lt;a href=&quot;http://blender.stackexchange.com/questions/390/how-do-i-make-a-normal-displacement-map-when-all-i-have-is-a-photo&quot; target=_blank&gt;StackExchange question, has a list of applications for texture map creation&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://blenderartists.org/forum/showthread.php?279937-Evaluated-Mapping-Tools&quot; target=_blank&gt;Blender Artists Evaluated Mapping Tools&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.crazybump.com/&quot; target=_blank&gt;Crazy Bump&lt;/a&gt;:  Create displacement, normal, specularity ... maps.
  &lt;li&gt;&lt;a href=&quot;https://www.knaldtech.com/&quot; target=_blank&gt;Knald&lt;/a&gt;: After previewing it, this looks like it will be my goto application.  Impressive what it can do with photographs.
  &lt;li&gt;&lt;a href=&quot;http://www.gimp.org/&quot; target=_blank&gt;Gimp&lt;/a&gt; with a couple of add-ons:  &lt;a href=&quot;http://registry.gimp.org/node/69&quot; target=_blank&gt;normalmap&lt;/a&gt; and &lt;a href=&quot;http://registry.gimp.org/node/28117&quot; target=_blank&gt;Insane Bump&lt;/a&gt;.  May only work in 32 bit mode.  &lt;a href=&quot;http://registry.gimp.org/taxonomy/term/1692&quot; target=_blank&gt;Insane Bump Updates&lt;/a&gt; may work on 64 bit systems, and may be faster.  For some extra help:  &lt;a href=&quot;http://forum.thegamecreators.com/?m=forum_view&amp;t=153680&amp;b=21&quot; target=_blank&gt;Texture Normal Map Tutorial in GIMP&lt;/a&gt;.
  &lt;li&gt;&lt;a href=&quot;http://shadermap.com/home/&quot; target=_blank&gt;ShaderMap 2&lt;/a&gt;: Create rendering maps in seconds.
  &lt;li&gt;&lt;a href=&quot;http://www.pixplant.com/&quot; target=_blank&gt;PixPlant&lt;/a&gt;: Great 3D Textures, Quickly.  Has an additional feature of helping to create textures which can be tiled.  If the tile mode had an edit mode associated with it, it would be terrific.   As it is, the auto-tile function needs post processing to fix things up.  But it certainly does a good first attempt and seemless tiles.
  &lt;li&gt;&lt;a href=&quot;http://www.mapzoneeditor.com/&quot; target=_blank&gt;MaPZone 2.6&lt;/a&gt;, which looks like it hasn&#039;t been updated in a while, and a bunch of links are broken.  The company looks to have evolved into more substantial products called their &lt;a href=&quot;http://www.allegorithmic.com/&quot; target=_blank&gt;Substance Pack&lt;/a&gt;.
  &lt;a href=&quot;http://www.tonytextures.com/free-photo-texture-gallery/&quot; target=_blank&gt;Tony Textures&lt;/a&gt;
  &lt;a href=&quot;http://www.xnormal.net&quot; target=_blank&gt;xNormal&lt;/a&gt;: Bakes Your Maps
  &lt;/ul&gt;

&lt;p&gt;Tutorials:

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.davidhier.co.uk/Tutorials/concrete.html&quot; target=_blank&gt;How to Create a Seamless Concrete Texture
&amp;amp; Thea Render Materialj&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://rayne3d.com/blog/02-14-2014-how-to-generate-a-displacement-map-for-a-tilable-texture-with-blender&quot; target=_blank&gt;How to generate a displacement map for a tilable texture with Blender&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.opensourceforu.com/2012/03/create-realistic-materials-blender-projects/&quot; target=_blank&gt;Creating Realistic Materials for Blender Projects&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.blenderguru.com/videos/the-secrets-of-realistic-texturing/&quot; target=_blank&gt;The Secrets of Realistic Texturing&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;http://newart2000.wordpress.com/2013/07/28/how-to-create-textures-maps-in-gimp/&quot; target=_blank&gt;Create Texture Maps in Gimp&lt;/a&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Qbtybwo3XZc&quot; target=_blank&gt;Tiling Texture Maps with Offset&lt;/a&gt;:  a good tutorial showing:  a) how to cut out regions, paste them, and use eraser to blend the edges, which I used for fixing tiling seams and obvious repeats, b) using a second picture of twice the dimensions, and using pattern-define on the first image, then image fill on second image to check tiling results.
  &lt;/ul&gt;

&lt;p&gt;Notes:

&lt;ul&gt;
  &lt;li&gt;Add a glossiness map to specular alpha, so that you can have dirty parts reflect light worse than clean parts.
  &lt;li&gt;Manual normal map:  a) open image in image editor, b) make another layer on top, fill with black, and set opacity to 50%, c) with black layer activated, fill the areas you want to bump up with white, d) grey the transitions appropriately, e) set opacity to 100% and save image, f) generate normal map, g) b/w image can be used for displacement.
  &lt;li&gt;From &lt;a href=&quot;http://www.davidhier.co.uk&quot; target=_blank&gt;David Hier&lt;/a&gt;:   to remove the seams, I find that the least destructive method is to copy sections of the texture to new layers and erase the edges to blend everything together. You can also use the heal, patch or clone tools if you prefer, but I find that they can create too many artifacts.  Try flipping your copied sections in both directions to avoid obvious repetitions.
  &lt;/ul&gt;

 
    </content:encoded>

    <pubDate>Sun, 18 May 2014 23:53:13 +0000</pubDate>
    <guid isPermaLink="false">http://blog.raymond.burkholder.net/index.php?/archives/563-guid.html</guid>
    
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