Here, you tell the Surface Editor to control your surfaces within
just that, an object or the scene. For example, say you have 20 buildings in a fantasticlooking
skyscraper scene, and eight of those buildings have the same surface on their faces.
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.
You should always be aware of the Edit By mode when you??™re tweaking surfaces.
(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.To avoid this, always make each surface name unique, and name your surfaces
accordingly when building objects. For example, let??™s say you created a slick interior for an
architectural render. In it, there are lots of white marble surfaces. (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.
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