# Concept and Use Cases

<div class="header" id="bkmrk-"><div class="headertitle"></div></div>#### <a class="anchor" id="bkmrk--0"></a>Scoping: Concept

The scope concept supplies selects only specific parts of the scene graph for rendering, depending on the specific situation.

<div class="contents" id="bkmrk-scope-forms-conceptu"><div class="contents"><div class="textblock">- Scope forms conceptual groups independent of the scene graph.
- Node part of the scene tree can be assigned to several scopes.

</div></div></div>Scopes are logical entities defined as bit fields, whereby each scope corresponds to a bit field. The set of scopes associated to a node is called scope mask. By default, the scope mask of all nodes including cameras contains all of the 32 scopes.

#### <a class="anchor" id="bkmrk--1"></a>Scoping: Use Cases

The scope concept is used for:

<div class="contents" id="bkmrk-light-culling%3A-only-"><div class="contents"><div class="textblock">- Light culling: Only objects part of the scope of a given light will be illuminated
- Visibility culling: Only objects part of the scope of a given camera will be rendered

</div></div></div>#### <a class="anchor" id="bkmrk--2"></a>Scope Mask

This option "Show scope mask in hexadecimal format" is available in the Preferences dialog opened from "File" &gt; "Preferences" menu, section Editor.   
It ensures that the values for Scope property will be displayed in hex in the Properties panel.