nRnd Noise


Added basic simplex noise generation.


Thanks to Stefan Gustavson and Cabby Node Games for their explanations. I’m still working on getting it seamless tiling and as fast as possible. Currently using unsafe c# over bitmap byte array. I think some of the noise function can be optimized but at this stage the performance is acceptable and i may add a non realtime render option for high resolution, high octave noise.

nRnd Color Balance


I’m not sure this classes as actual color balance. I have not researched it enough yet but I’ve implemented hue rotation on specific r/g/b channels. Nice effect so far.

nRnd User Interface 2.0


I had wanted to do this a while ago but couldn’t figure it out. It’s actually not so difficult after all.These are some simple home baked collapsible panels using c# wpf. Along with all this I’ve added a lot of the UI into the saved settings so when you reopen the program it looks close to how you left it, Window size/position, panels, etc.

nRnd Gradient Fill


I had been thinking about adding this for a while. It’s a bit slow at higher res images. currently using the System.Drawing.Drawing2D.PathGradientBrush method. Pictures below;

nRnd Filter ReWrite


I have started work on faster image filters. These will be either written in c/c++ or unsafe/marshaled c#. Currently unsafe / marshaled c# is performing well allowing the ability to apply some filters in real-time while drawing on canvas. Looking forward to playing more with byte arrays and a larger convolution matrix. 😛