height map for normal input sharp edgesheight map brings weird resultalternatives for operator's report() function?Get same bump from a photo to a modelheight map brings weird resultCreate height bitmap from meshGenerating height map of group of objectsHeight Map to Mesh conversion considering TransparencyIs there a way to “clip” or “clamp” the height of a normal, so that bumps go to a certain height and then abruptly flatten, as if chopped off?Bump map height still the sameHeight Map: how to deleted unwanted faces?Height Map Using Vertex World Height (Z) as RGB ValueIs it possible to use height maps from substance designer in Blender and how?

Is it possible to have a strip of cold climate in the middle of a planet?

It grows, but water kills it

Why does the Sun have different day lengths, but not the gas giants?

Start making guitar arrangements

Pre-mixing cryogenic fuels and using only one fuel tank

New brakes for 90s road bike

copy and scale one figure (wheel)

Problem with TransformedDistribution

What are the purposes of autoencoders?

How should I respond when I lied about my education and the company finds out through background check?

Has any country ever had 2 former presidents in jail simultaneously?

Can I sign legal documents with a smiley face?

Redundant comparison & "if" before assignment

How can Trident be so inexpensive? Will it orbit Triton or just do a (slow) flyby?

C++ debug of nlohmann json using GDB

Electoral considerations aside, what are potential benefits, for the US, of policy changes proposed by the tweet recognizing Golan annexation?

Symbol used to indicate indivisibility

How much character growth crosses the line into breaking the character

How to implement a feedback to keep the DC gain at zero for this conceptual passive filter?

Aragorn's "guise" in the Orthanc Stone

On a tidally locked planet, would time be quantized?

What is this called? Old film camera viewer?

Not using 's' for he/she/it

Does an advisor owe his/her student anything? Will an advisor keep a PhD student only out of pity?



height map for normal input sharp edges


height map brings weird resultalternatives for operator's report() function?Get same bump from a photo to a modelheight map brings weird resultCreate height bitmap from meshGenerating height map of group of objectsHeight Map to Mesh conversion considering TransparencyIs there a way to “clip” or “clamp” the height of a normal, so that bumps go to a certain height and then abruptly flatten, as if chopped off?Bump map height still the sameHeight Map: how to deleted unwanted faces?Height Map Using Vertex World Height (Z) as RGB ValueIs it possible to use height maps from substance designer in Blender and how?













1












$begingroup$


So I have generated this simple height map to test my add on:
enter image description here



That's the node setup and the result that I am having in Blender:
enter image description here



What is happening here (basically, that's a theory, I did not analyze the actual pixel values programmatically): Blender Bump node is interpreting each slightest variation in the pixel value (say, 0.985 white and 0.99 white) as variation in height. What you have as a result are the ugly cutoffs. By the way, a similar question with the same problem, unsolved: height map brings weird result



Now, if I do converting in CrazyBump, I have the opportunity to ignore small details, and, if I convert with CrazyBump, the map is displayed correctly in blender. By their nature, any height map, even 16K will not be absolutely smooth because the set of possible heights is a set of discrete values, it will never be smooth. The task of an algo would be to produce smooth normals from this. And this is what Bump node obviously does not do. Any suggestions? (using other software does not work, I want to achieve it specifically in the node editor of Blender, for any BW map)



and just to prove the point: if I twick the small details all the way up in CrazyBump, I will get essentially what the BumpNode in Blender is doing: overexaggerating non-significant value variations:
enter image description here










share|improve this question











$endgroup$







  • 1




    $begingroup$
    It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
    $endgroup$
    – SerhiiPoklonskyi
    5 hours ago







  • 2




    $begingroup$
    32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago







  • 1




    $begingroup$
    will do it soon. Thank you again
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago















1












$begingroup$


So I have generated this simple height map to test my add on:
enter image description here



That's the node setup and the result that I am having in Blender:
enter image description here



What is happening here (basically, that's a theory, I did not analyze the actual pixel values programmatically): Blender Bump node is interpreting each slightest variation in the pixel value (say, 0.985 white and 0.99 white) as variation in height. What you have as a result are the ugly cutoffs. By the way, a similar question with the same problem, unsolved: height map brings weird result



Now, if I do converting in CrazyBump, I have the opportunity to ignore small details, and, if I convert with CrazyBump, the map is displayed correctly in blender. By their nature, any height map, even 16K will not be absolutely smooth because the set of possible heights is a set of discrete values, it will never be smooth. The task of an algo would be to produce smooth normals from this. And this is what Bump node obviously does not do. Any suggestions? (using other software does not work, I want to achieve it specifically in the node editor of Blender, for any BW map)



and just to prove the point: if I twick the small details all the way up in CrazyBump, I will get essentially what the BumpNode in Blender is doing: overexaggerating non-significant value variations:
enter image description here










share|improve this question











$endgroup$







  • 1




    $begingroup$
    It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
    $endgroup$
    – SerhiiPoklonskyi
    5 hours ago







  • 2




    $begingroup$
    32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago







  • 1




    $begingroup$
    will do it soon. Thank you again
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago













1












1








1





$begingroup$


So I have generated this simple height map to test my add on:
enter image description here



That's the node setup and the result that I am having in Blender:
enter image description here



What is happening here (basically, that's a theory, I did not analyze the actual pixel values programmatically): Blender Bump node is interpreting each slightest variation in the pixel value (say, 0.985 white and 0.99 white) as variation in height. What you have as a result are the ugly cutoffs. By the way, a similar question with the same problem, unsolved: height map brings weird result



Now, if I do converting in CrazyBump, I have the opportunity to ignore small details, and, if I convert with CrazyBump, the map is displayed correctly in blender. By their nature, any height map, even 16K will not be absolutely smooth because the set of possible heights is a set of discrete values, it will never be smooth. The task of an algo would be to produce smooth normals from this. And this is what Bump node obviously does not do. Any suggestions? (using other software does not work, I want to achieve it specifically in the node editor of Blender, for any BW map)



and just to prove the point: if I twick the small details all the way up in CrazyBump, I will get essentially what the BumpNode in Blender is doing: overexaggerating non-significant value variations:
enter image description here










share|improve this question











$endgroup$




So I have generated this simple height map to test my add on:
enter image description here



That's the node setup and the result that I am having in Blender:
enter image description here



What is happening here (basically, that's a theory, I did not analyze the actual pixel values programmatically): Blender Bump node is interpreting each slightest variation in the pixel value (say, 0.985 white and 0.99 white) as variation in height. What you have as a result are the ugly cutoffs. By the way, a similar question with the same problem, unsolved: height map brings weird result



Now, if I do converting in CrazyBump, I have the opportunity to ignore small details, and, if I convert with CrazyBump, the map is displayed correctly in blender. By their nature, any height map, even 16K will not be absolutely smooth because the set of possible heights is a set of discrete values, it will never be smooth. The task of an algo would be to produce smooth normals from this. And this is what Bump node obviously does not do. Any suggestions? (using other software does not work, I want to achieve it specifically in the node editor of Blender, for any BW map)



and just to prove the point: if I twick the small details all the way up in CrazyBump, I will get essentially what the BumpNode in Blender is doing: overexaggerating non-significant value variations:
enter image description here







height-map






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 5 hours ago







SerhiiPoklonskyi

















asked 5 hours ago









SerhiiPoklonskyiSerhiiPoklonskyi

464




464







  • 1




    $begingroup$
    It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
    $endgroup$
    – SerhiiPoklonskyi
    5 hours ago







  • 2




    $begingroup$
    32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago







  • 1




    $begingroup$
    will do it soon. Thank you again
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago












  • 1




    $begingroup$
    It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
    $endgroup$
    – SerhiiPoklonskyi
    5 hours ago







  • 2




    $begingroup$
    32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
    $endgroup$
    – cegaton
    5 hours ago











  • $begingroup$
    @cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago







  • 1




    $begingroup$
    will do it soon. Thank you again
    $endgroup$
    – SerhiiPoklonskyi
    4 hours ago







1




1




$begingroup$
It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
$endgroup$
– cegaton
5 hours ago





$begingroup$
It might have to do with the bit depth of the height map. 8 bit images are not enough to resolve subtle gradation. Try using images in a higher bit depth. Also, images used for bumps and normals should not be interpreted as color, but as Non-Color-Data (linear)
$endgroup$
– cegaton
5 hours ago













$begingroup$
@cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
$endgroup$
– SerhiiPoklonskyi
5 hours ago





$begingroup$
@cegaton thanks for responding. bpy.data.images['...'].depth tells me it's 32 bit depth (is this the right indicator?). Also, changing to non-color does not affect the result. take a look at the last illustration: CrazyBump can algorithmically ignore or exaggerate those cuttoffs by setting its degree of attention to fine details
$endgroup$
– SerhiiPoklonskyi
5 hours ago





2




2




$begingroup$
32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
$endgroup$
– cegaton
5 hours ago





$begingroup$
32 bit is 8bit per channel+Alpha (8 bit x 4). Try creating the image as a 16 bit per channel file. Non-color data should always be used for bump and height maps to avoid the distortion caused by the 2.2 gamma curve used in image encoded in sRGB. You might get better results using a displace modifer and subsurf than using displacement in the material or shader.
$endgroup$
– cegaton
5 hours ago













$begingroup$
@cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
$endgroup$
– SerhiiPoklonskyi
4 hours ago





$begingroup$
@cegaton holy Jesus! it has solved the problem! marry me, cegaton! I totally agree with you with regard to displacement but my idea was to combine individual alpha elements to produce reliefs and cravings easily. now it will work thanks to you. if you so wish, post an answer for others, probably with a bit of explanation on depth and how it affects the result
$endgroup$
– SerhiiPoklonskyi
4 hours ago





1




1




$begingroup$
will do it soon. Thank you again
$endgroup$
– SerhiiPoklonskyi
4 hours ago




$begingroup$
will do it soon. Thank you again
$endgroup$
– SerhiiPoklonskyi
4 hours ago










1 Answer
1






active

oldest

votes


















2












$begingroup$

short answer: as @cegaton has pointed out, save your image with 16 bits depth. If you are baking like me, this has to be done before bake, because resaving later does not generate information lost while baking.
Go to 'Save as' dialog, there in the lower left corner choose 16 bits depth.



A (not so) technical explanation: if you are not familiar, depth is the number of bits used to store the pixel color. With 8 bits, you store 2^8 = 256 color values at maximum, with 16 bits that's 2^16 = 65536 possible colors. What was happening in my case is the following: for the different height values in the geometry that I was baking, an approximation was generated to store the height. In other words, for heights x-0.01, x, x+0.01s, it would simply put x, because it has no bits to store all the three. Hence the flat areas in your image, where the color gets 'simplified'. For my 8 bits image, I did for learning purposes:



len(set(bpy.data.images['My8BitImg.png'].pixels))


This has returned 256, while



len(set(bpy.data.images['My16BitImg.png'].pixels))


has returned 42891 in my case.






share|improve this answer









$endgroup$












    Your Answer





    StackExchange.ifUsing("editor", function ()
    return StackExchange.using("mathjaxEditing", function ()
    StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
    StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
    );
    );
    , "mathjax-editing");

    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "502"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );













    draft saved

    draft discarded


















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f135103%2fheight-map-for-normal-input-sharp-edges%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    2












    $begingroup$

    short answer: as @cegaton has pointed out, save your image with 16 bits depth. If you are baking like me, this has to be done before bake, because resaving later does not generate information lost while baking.
    Go to 'Save as' dialog, there in the lower left corner choose 16 bits depth.



    A (not so) technical explanation: if you are not familiar, depth is the number of bits used to store the pixel color. With 8 bits, you store 2^8 = 256 color values at maximum, with 16 bits that's 2^16 = 65536 possible colors. What was happening in my case is the following: for the different height values in the geometry that I was baking, an approximation was generated to store the height. In other words, for heights x-0.01, x, x+0.01s, it would simply put x, because it has no bits to store all the three. Hence the flat areas in your image, where the color gets 'simplified'. For my 8 bits image, I did for learning purposes:



    len(set(bpy.data.images['My8BitImg.png'].pixels))


    This has returned 256, while



    len(set(bpy.data.images['My16BitImg.png'].pixels))


    has returned 42891 in my case.






    share|improve this answer









    $endgroup$

















      2












      $begingroup$

      short answer: as @cegaton has pointed out, save your image with 16 bits depth. If you are baking like me, this has to be done before bake, because resaving later does not generate information lost while baking.
      Go to 'Save as' dialog, there in the lower left corner choose 16 bits depth.



      A (not so) technical explanation: if you are not familiar, depth is the number of bits used to store the pixel color. With 8 bits, you store 2^8 = 256 color values at maximum, with 16 bits that's 2^16 = 65536 possible colors. What was happening in my case is the following: for the different height values in the geometry that I was baking, an approximation was generated to store the height. In other words, for heights x-0.01, x, x+0.01s, it would simply put x, because it has no bits to store all the three. Hence the flat areas in your image, where the color gets 'simplified'. For my 8 bits image, I did for learning purposes:



      len(set(bpy.data.images['My8BitImg.png'].pixels))


      This has returned 256, while



      len(set(bpy.data.images['My16BitImg.png'].pixels))


      has returned 42891 in my case.






      share|improve this answer









      $endgroup$















        2












        2








        2





        $begingroup$

        short answer: as @cegaton has pointed out, save your image with 16 bits depth. If you are baking like me, this has to be done before bake, because resaving later does not generate information lost while baking.
        Go to 'Save as' dialog, there in the lower left corner choose 16 bits depth.



        A (not so) technical explanation: if you are not familiar, depth is the number of bits used to store the pixel color. With 8 bits, you store 2^8 = 256 color values at maximum, with 16 bits that's 2^16 = 65536 possible colors. What was happening in my case is the following: for the different height values in the geometry that I was baking, an approximation was generated to store the height. In other words, for heights x-0.01, x, x+0.01s, it would simply put x, because it has no bits to store all the three. Hence the flat areas in your image, where the color gets 'simplified'. For my 8 bits image, I did for learning purposes:



        len(set(bpy.data.images['My8BitImg.png'].pixels))


        This has returned 256, while



        len(set(bpy.data.images['My16BitImg.png'].pixels))


        has returned 42891 in my case.






        share|improve this answer









        $endgroup$



        short answer: as @cegaton has pointed out, save your image with 16 bits depth. If you are baking like me, this has to be done before bake, because resaving later does not generate information lost while baking.
        Go to 'Save as' dialog, there in the lower left corner choose 16 bits depth.



        A (not so) technical explanation: if you are not familiar, depth is the number of bits used to store the pixel color. With 8 bits, you store 2^8 = 256 color values at maximum, with 16 bits that's 2^16 = 65536 possible colors. What was happening in my case is the following: for the different height values in the geometry that I was baking, an approximation was generated to store the height. In other words, for heights x-0.01, x, x+0.01s, it would simply put x, because it has no bits to store all the three. Hence the flat areas in your image, where the color gets 'simplified'. For my 8 bits image, I did for learning purposes:



        len(set(bpy.data.images['My8BitImg.png'].pixels))


        This has returned 256, while



        len(set(bpy.data.images['My16BitImg.png'].pixels))


        has returned 42891 in my case.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 3 hours ago









        SerhiiPoklonskyiSerhiiPoklonskyi

        464




        464



























            draft saved

            draft discarded
















































            Thanks for contributing an answer to Blender Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            Use MathJax to format equations. MathJax reference.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f135103%2fheight-map-for-normal-input-sharp-edges%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Благоевград Съдържание География | История | Население | Политика | Икономика и инфрастуктура | Здравеопазване | Образование и наука | Култура и забавления | Забележителности | Личности | Литература | Външни препратки | Бележки | Навигация42°01′18.99″ с. ш. 23°05′51″ и. д. / 42.021944° с. ш. 23.0975° и. д.*БлагоевградразширитередактиранеОфициален уебсайт на община БлагоевградНовинарски портал на Благоевград – blagoevgrad.euСайтове за БлагоевградНационален статистически институтdariknews.bgГригоровичъ, Викторъ. „Очеркъ путешествія по Европейской Турціи“. Москва, 1877.Стрезов, Георги. Два санджака от Източна Македония. Периодично списание на Българското книжовно дружество в Средец, кн. XXXVII и XXXVIII, 1891, стр. 18 – 19.Македония. Етнография и статистикаГаджанов, Димитър Г. Мюсюлманското население в Новоосвободените земи, в: Научна експедиция в Македония и Поморавието 1916, Военноиздателски комплекс „Св. Георги Победоносец“, Университетско издателство „Св. Климент Охридски“, София, 1993, стр. 244.паметник на незнайния четник&cd=18&hl=en&ct=clnk&client=firefox-a „История на днешен Благоевград“, взето от www.museumblg.com на 16 март 2010 г.„Справка за населението на град Благоевград, община Благоевград, област Благоевград, НСИ“„The population of all towns and villages in Blagoevgrad Province with 50 inhabitants or more according to census results and latest official estimates“„Ethnic composition, all places: 2011 census“История на Неврокопска епархия.Национален статистически институтМюсюлманско изповедание. Главно мюфтийствоНационален публичен регистър на храмовете в БългарияМюсюлманско изповедание. Главно мюфтийствоwww.dnes.bg Джамията в Благоевград не била паленаwww.sesc-bg.orgСписък на побратимени градовеТехническо побратимяванеГУМ грейва в цветовете на нощен Лас Вегас под името „Largo“, „МОЛ Благоевград“..., в. „Струма“grabo.bgwww.cinemaxbg.comррр4238731-067cad53a-0546-417b-a3d3-51e49b1d2232147736077147736077

            What is the best defense strategy for Survival in Grand Theft Auto Online?What is JP used for in Grand Theft Auto Online?How do I setup a Crew HQ in Grand Theft Auto Online?How does stealth work in Grand Theft Auto Online?Is it possible to own more than 10 cars in Grand Theft Auto online?Where to find truck/trailers in Grand Theft Auto OnlineWhat are some of the best missions to do on Grand Theft Auto 5 onlineFastest Car in Grand Theft Auto V PCHow to setup a Crew vs Crew online session in Grand Theft Auto Online?Grand theft auto 5 crossplayingRestart Grand Theft Auto V Online?

            How does Billy Russo acquire his 'Jigsaw' mask? Unicorn Meta Zoo #1: Why another podcast? Announcing the arrival of Valued Associate #679: Cesar Manara Favourite questions and answers from the 1st quarter of 2019Why does Bane wear the mask?Why does Kylo Ren wear a mask?Why did Captain America remove his mask while fighting Batroc the Leaper?How did the OA acquire her wisdom?Is Billy Breckenridge gay?How does Adrian Toomes hide his earnings from the IRS?What is the state of affairs on Nootka Sound by the end of season 1?How did Tia Dalma acquire Captain Barbossa's body?How is one “Deemed Worthy”, to acquire the Greatsword “Dawn”?How did Karen acquire the handgun?