Scopemasking based on color treshold

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This method makes it possible not only to use a specific color for a scope-mask, but a range of colors. Normal scopemasking (combined with transp.col) means defining one color in a colormap that removes scope (set effect to zero), so that when rendered all material setting are removed at a pixel which is defined with that color.

Jpeg format textures can not be used together with scopemasking because jpeg never saves a true color, there are always variations. So the question is, how can we use jpeg texture with the scopemasking tequinique(?!?). The answer is to define a ‘range’ of colors that should enable scopemasking. Unfortunately Real3D doesn’t support this directly, but there is a way around, but there are two major drawbacks:

Note: A true zero scope is needed when doing 'unshaded' materials.

using two materials to do this. Set the color handler to RPL and write the following: ************ Set the scope handler to RPL and write the following: ************

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