(Why? Who knows, but that’s what the client wanted.) Anyway, to properly isolate and organize those surfaces, you should name the different surfaces so they are unique to the geometry but familiar to you. In it, there are lots of white marble surfaces. For example, let’s say you created a slick interior for an architectural render. To avoid this, always make each surface name unique, and name your surfaces accordingly when building objects. (LightWave remembers the Edit By setting when it saves models and scenes, so check each time you start the program to make sure you’re in the mode you think you’re in.) Applying and saving scene-wide changes when you only mean to change one object can have grim consequences. You should always be aware of the Edit By mode when you’re tweaking surfaces. Using Edit By Object, adjusting that surface’s characteristics would mean applying surface settings eight times with Edit By Scene, changes to surface settings apply globally to all objects that contain that surface. For example, say you have 20 buildings in a fantastic-looking skyscraper scene, and eight of those buildings have the same surface on their faces. Here, you tell the Surface Editor to control your surfaces within just that, an object or the scene. ![]() ![]() The Edit By drop-down, found at the top-left corner of the Surface Editor panel, has two options: Object and Scene. You have three modes to assist you in quickly selecting the surface or surfaces you want: ![]() Take control of your surfaces, and you’ll have a better time navigating through the Surface Editor panel.
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