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812 Chapter 21: User Interface
Thelight-bulbicontotheleftofthemodifier
name shows "off in Renderer."
Off—Turns off the currently selected modifiers
without deleting them. This can help you see the
object without the effect of its mod ifiers.
The light-bulb icon to the left of the modifier
name shows "off."
Make Reference—If the object is an instance,
converts it to a reference. This option is available
onlywhenthebaseobjectisselected,andonly
whenthebaseobjectisareference.
When you make an instanced object into a
reference, a heavy, "derived object" bar appears at
the top of the st a ck. You can select this bar and
apply modifiers above it. Modifiers applied above
the bar affect the reference object only, and not its
parent object.
Gray bar denotes a reference object at the base of the stack
Show A ll S ubtr ees—Expands the display of every
hierarchical item in the stack display, so that all
items in the stack are visible, including sub -objects.
Hide A ll Subtr ees—Hides the subtree of every
hierarchical item in the stack display, so that only
objects, modifiers, and space warp bindings are
visible.
Mak e Unique
Modify panel > Tool buttons > Make Unique
Modify panel > Right-click an instanced modifier in the
stack display. > Make Unique
Right–click an instanced object. > Make Unique
Make Unique lets you convert an instanced object
to a copy that’s unique. A object is instanced w hen
it is cloned (SHIFT+Move or SHIFT+Rotate).
If you make changes to an instanced object the
changes a re also reflected in the other instances in
your scene. Making objects unique lets you adjust
or change those objects independently without
affecting any other objects in the scene.
Tip: If you drag a material to a unique object and
see the other instanced object updating as well,
turn off Automatic Material Propagation. Go to
Customize menu > Customize UI and choose
Category: Instance Manager, then drag Automatic
Material Propagation to a toolbar or assign a
keyboard shortcut to it. Using this tool will allow
theuniqueobjecttoactuniquely.
Procedures
Ex ample: To use the M ake Uni que options with a n
instanced modifier:
1.
Create a cylinder with some height segments,
and then use SHIFT+Move to create three
copies, resulting in four identical cy linders.
2. Select all four cylinders, ap ply the Bend
modifier, and adjust the Angle setting just
enough to see the results of the bend.
You now have four cylinders with a single
instance of a Bend modifier applied to them.
3. Cho ose Edit menu > Hold.
This lets you return to the current state of the
scene at any ti me without using Un do.