XenoDream Tutorials


Colorings

The colors within XenoDream are acheived through a combination of factors.   Some of the colors take place prior to the actual rendering process, by use of Color Presets (gradients) and the material properties.   The rest of the colors come later, after object rendering, and are primarily acheived through Lighting.   This is because the rendering process does not produce a finished image like most graphic programs (including fractal generators).   What happens is that the necessary information for a 3-D object is created, and then the lighting is applied afterwards.

Before going into a lot of detail regarding all the areas concerned with colorings, it is best to read the Help file supplied with XenoDream.   That document contains well over a dozen topics just on the settings used prior to rendering.   And over two dozen topics for after rendering, when the lighting is applied.

Basically, a color table is adjusted by a multitude of variables from within the Color tab.   When a point calculation is completed it is assigned a color from this table.   Unless you are using "Ambient" lighting you will most likely not see these same colors.   There are two types of pre-render coloring methods.   One is "Holon" and the other is "Metamorph".




The colors you see depend on various factors related to light and materials.
· The natural (intrinsic) color at each point on the surface of the object (and internal colors if the object has some transparency).
· The intensity, color and type of light illuminating the object.   This may include ambient light (which has no direction) and light sources, which can have any direction in 3-D and can cast shadows.
· The material properties of the object.   These determine how light responds to the surface, for example how shiny or smooth, how it reflects or refracts different colors, or glows, or has iridescence.

This page is still being refined off site.   Please return later as updates are made available to this XenoDream Tutorial.




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