How It Works

You first define "color zones"--actually shading zones. Each color zone has its own adjustable "paint brightness" setting. If a shade on the object falls into a particular zone, Super Cel Shader will multiply the RGB values of that shade by the value of the Paint Brightness setting. For example, if an object with base RGB values of:

R 100
G 120
B 150

...is run through the Super Cel Shader, and the settings for Zone 3 and below are set to 0.5, all shades that fall under Zone 3 and below will be replaced with the single color:

R 50
G 60
B 75

If Zone 4's Paint Brightness is set to 1.0, the color will be left untouched (since x times 1 will always be x). If Zone 4's Paint Brightness is set to 0.0, the color will become pure black (since the RGB values will be reduced to 0,0,0). However, if Zone 4's Paint Brightness is set to something higher than 1, and any/all of the surface's RGB values are 1 or higher, you can get some pretty interesting results. Setting Zone 4's Paint Brightness to 2.55 will yield the color:

R 255
G 255
B 255

...or pure white. Note that I rounded the green and blue values down to the highest possible RGB value. I doubt LightWave uses green and blue values like 300 and 375. :-)

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