Overview

XenoDream 2.7 evolved from pioneer origins and has some legacy issues. They include some ad hoc features, a cluttered UI, considerable learning curve and slow rendering without built-in antialiasing.

XenoDream X works on the same basic principle of accumulating points by iteration, but has been completely redesigned to be faster, easier to learn and use, and do much more.

Not all features in v2.7 are implemented in XenoDream X. Some are planned, others are not, or may be done differently.

XenoDream X is only partly compatible. It can import XenoDream parameter files with variable success. Some metamorphs are fully compatible while others have no current equivalent. Some holon parameters don't automatically translate. Coloring and lighting are different.

Significant differences

XenoDream v2.7

XenoDream X v1.0

General

Single-threaded

Multi-threaded using up to 32 cores

Separate windows for Main, Picture, Lighting, Mesh export

Single main window with room selector

Object Model

Two holon types: constructors and iterators

Five holon types: constructors, iterators, groups, group links, constructor links. Groups contain other holons and can be nested.

Holons are iterated in a common pool

Iteration is local to each group holon

Cannot import meshes or point clouds

Mesh and point cloud constructors

Maximum 400 holons

Virtually unlimited holons

Constructor size and densities need manual balancing

Constructor densities automatically balanced

Two metamorphs per holon (can extend to another holon for two more)

Six metamorphs per holon

Metamorphs have no icons in the UI

All constructors and other metamorphs have individual icons to identify them

Metamorphs have three numeric parameters, named Amount, Scale, Special

Metamorphs can have up to 12 numeric, dropdown list or filename parameters with custom names and properties

Some metamorphs not yet implemented in XenoDream X

Most metamorphs have capabilities beyond the XenoDream v2.7 equivalents. Some new metamorphs.

No separate transform per metamorph

Metamorphs have their own scale, rotation and position

Metamorphs connect serially or driven

Metamorph input modes: serial, parallel, driven, bypass, alt UVW (for coloring only)

Two coloring methods (metamorph and holon sequence) and two gradient types (custom and parametric)

One coloring method with gradient and true color options, and one gradient type (custom)

Holons can get colors from a single background image

Holons can use Image metamorphs to get colors from image files

Holon tools Align Linear and Align Cyclic

Nothing similar implemented

Image rendering

Camera type is perspective or fisheye, with stereo option

Camera types orthogonal, perspective, fisheye, panoramic, inverse panoramic, reverse perspective. Stereo option for orthogonal, perspective and reverse perspective.

No oversampling of generated data (needs image resizing after saving for anti-aliasing)

Built-in oversampling with bounding box to optimize

Single sample per pixel with simple normal

Multi-sampled pixels with advanced normal calculations, for better results with less generation time

200x200 pixel lighting preview

Full pane zoomable preview with progressive improvement

Object can be divided into regions based on holons, with each region getting independent lighting.

Holons can have tags. Tags are assigned to materials.

All light sources are distant, and per region.

Light sources can be distant, spotlight or point lights, and are global to the scene.

Materials have one layer, with no textures unless background mapping is used

Materials can have multiple layers and use individual 3D textures with a powerful texture editor. Textures can provide color and modulate opacity, bump and IOR.

Simple 2D haze and cloud effects

Nothing implemented yet

Background image can use Pic Textures, with a texture editor having up to six layers of 2D plus perspective

Panoramic background textures are planned but not yet implemented

Reflections and refraction faked from background or pre-lit image

Panoramic environment map or gradient; can be separate from background

Post-processing filters for images, including DOF effects

Negative filter and stereo post-processing. Some other filters are planned, as well as DOF support.

Depth window with tools for creating or merging a depth map from an image

Not implemented

Mesh Export

Data sampled in voxels, with filtering to smooth

Data sampled in distance field, giving smooth mesh without filtering (effectively doubles resolution). Also faster, with better UI.

No colors exported

Can export vertex colors in OBJ and PLY formats

Animation

Up to 40 keyframes

Unlimited keyframes

Keyframes are memory spots with adjustable time between them

Timeline control with keyframes per track

Keyframes contain camera and holons together (with separate interpolation settings)

Independent tracks for camera and holons. Extra tracks can override individual holons.