"I Wonder why you prefer to Work in a 6 dimensional Space (x,y,z,r,g,b) instead
of a 3 dimensional state (x,y,z)..."
I wasn't aware doing
so.To me it was black and white in three dimensions.
"..., you only Work in B&W colours, i-e r=g=b, so all your nodes
could be replaced by scalar nodes..."
That's right and occasionally I use scalar nodes instead,but this file started
from my pavement file and for some reason I don't remember (too long ago)
that had the color nodes in it and I just went with
it.So no special reason or
consideration.
"...Your colour node input to the the displacement node I think is converted to the luminicence of the colour node,
which in the case r=g=b is r..."
According to the wiki the displacement shader takes all sorts of input and
converts it to scalars.
As long as it does what I want it to do I don't really care about those aspects.
"...Since I am not artistical minded, I don't understand the colour adjust node,
But in this case it could be replaced by Colour multiplied by constant(35.34)..."
To me it's just a bit more versatile and fits better my habit of testing things
as I go.That's also a reason why I set up the nodes the way I
did.It's kind of
modular and allows easy and quick changes,even if I have a few more nodes
with that approach.
When you open the clamp node in a new preview and have a look and then
open the colour adjust node in a new preview also and compare you can see
what it does for me here.(colour adjust has more advantages since it has
some features in one node that would require lots of other functions in
some cases,so it's really handy while experimenting)
I like to work with these node previews as they give me a visual feedback,
which helps me to see what's going on.Another reason why I like to work
with the black and white part of the color space.
"...Another thing that I don't understand is that the functions you apply to x,y,z are not symmetrical in x,y and z."
That's most likely due to the fact that I don't know how to do that,I guess.
I'm not even sure that I know what you mean.