Recently for our paper on hominid tracks, I was visualizing some topographic images of footprints using blender. We were asked by the journal not to use the standard red-green-blue colour scale as it's not great either for colour blind people, or for conveying subtle changes in topography. Rather than use black-white, as I've done in... Continue Reading →
Transferring textures from two halves to a whole (using Blender)
Using a scan in two halves to re-project a texture onto a new mesh, using Blender.
Creating a flexible height ramp shader for blender
A custom shader in blender for quickly applying height maps to fossil tracks.