Well 1.0 is out the door. It’s had a lot of very positive responses and no bug reports so far, so I’m very happy with how the release has gone.
I’d like to thank everyone for your kind comments and for those who have purchased FluidNoise. Your support has encouraged me to think further about the future of FluidNoise, so I’d like to put my thoughts out there.
Firstly I have decided that version 2 will be a free upgrade to anyone who registers version 1. I’m not going to waste user’s time with a series of small feature additions, so I will add a fairly substantial extra set of features in a single version, and it will be a free upgrade for everyone who registers version 1.
So what will be in version 2?
OpenEXR export support. This has been requested in the comments on the blog here, and on investigation seems like a very useful addition. With 32bit or 16bit color export, the colors you choose in the color picker will be 8bit, but the resulting image will interpolate between these colors with greater precision. This vastly reduces any problems with banding when modifying the output in external image editing applications.
Normal map generation. Normal maps can be very useful for 3D scenes where light sources are involved. FluidNoise 2 will give an option to create seamless tangent space normal maps with variable height exaggeration, either animated or static.
Environment maps. A logical extension of normal map support is to allow for environment maps. Using any input image as an environment map, FluidNoise 2 will be able to generate reflections or subtle lighting effects. This will enable generation of images or movies from highly realistic water to shiny reflective metal or a sun-lit terrain.
Gradient import/export. This makes a lot of sense, as sometimes you may want to change parameters and easily try them with a few different color gradient combinations.
Though these four features are guaranteed, more features will no doubt be added throughout the development process. If you have any particular features you’d like to be added, please let me know and I’ll certainly consider it.
I can make no promises of a release date for FluidNoise 2 at this stage. More details will folllow in this blog as it progresses.