spotspot opened this issue on Dec 22, 2003 ยท 23 posts
XenoDreamSoftware posted Fri, 02 January 2004 at 5:56 AM
Hi Scott, and welcome. You may also see some XenoDream images done in "flame style", though it doesn't use the flame algorithm. XenoDream is 3D IFS plus primitives and nonlinear transformations, with optional lighting based on a zbuffer depth map. It also does optional low opacity rendering with a conventional alpha channel, blending RGB colors of each point as it is calculated. The XD coloring methods are different (one being based on exact transform sequences, the other generating mapping coordinates based on the nonlinear transformation formulas and indexing into gradients or pictures). However, a few months ago I thought about the flame algorithm again and realized that since most of it is a way of accumulating and adjusting an alpha channel, the coloring itself can be separated, and I have implemented a similar option under current beta development. Ironically, I first used a similar running average scheme in my IFS experiments starting in 1988 on an Amiga, before abandoning it in favor of tracking exact sequence history, which can provide fine detail for pure IFS, but turned out to be much less successful with strong nonlinear transformation. KPT flame fractals were my inspiration for trying out 3D nonlinear variations, so thank you for that! I opted for serial transformations rather than parallel combinations, because it was better suited for 3D modelling. I'll be happy to discuss differences and issues for potential conversion in more detail if anyone is interested. Regards, Garth Thornton (head xenodreamer)