Toggle visibility on and off for a set of faces?
![Paintbox](https://secure.gravatar.com/avatar/dd68b33f1260728d493fa587acd8b2b1?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fdd68b33f1260728d493fa587acd8b2b1_100.png)
Maybe I will be able to figure this out on my own, but until then, I think I remember Richard mentioning one time you can make a group of faces visible or invisible with the click of a button? That would be nice to do in my current render(s) Can't find the forum thread it was discussed in or what context, hence not being able to find it.
Post edited by Paintbox on
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Yup. Asking questions is a great mnemonic device.![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
It reminded of surface groups as a keyword, and brought me to this article http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/surfacing/tutorials/create_surface_groups/start
But it's not entirely accurate, there is no surface group tool, instead you need to select geometry editor and the surface group tool window will be in the tool settings pane. You can then turn the surface on and off with the eye icon.
That is an older tutorial, when the tool could handle only polygons.
That method works, but has to be hidden each session - using the Joint Editor to add a new bone (right-click menu, assuming this is a figure) and assigning the group you want to hide as its Selection Group (top-right of Tool Settings with the Joint Editor active) will allow you to show/hide via the Scene pane, and the choice will stick between sessions.
It's good to know it's an older technique. Does this work if it's not a figure? I am using this in a building model.
Thanks for the explanation.
It doesn't have to be a human or animal, a figure is anything with bones attached to a root figure node. If it isn't a figure you would have to turn it into one (Edit>Object>Rigging menu) first as non-figures don't have bones that can be selectively hidden.
Ah I see, that is good to know. Thanks for the info Richard, much appreciated.