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.
XenoDream v2.7 |
XenoDream X v1.0 |
General |
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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 |
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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 |
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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 |
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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 |
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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. |