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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: How to use levels properly for a real world scenario » » » » Post: Re: How to use levels properly for a real world scenario |
Print at Feb 4, 2026, 9:04:51 AM |
| Posted by MarkusBohu at Jul 6, 2025, 8:51:46 PM |
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Re: How to use levels properly for a real world scenario Thank you so much. Great tutorial! It looks to me that ceilings (which always confused me) are on the one hand defined by the level, but on the other hand also by the rooms. Floors seem to be the same. In all the tutorials, I see people draw a room spanning the entire new level, in order to put a ceiling/floor in. However, in reality I will need separate rooms, so I can have different floor materials. So do I first put a ceiling/floor in for the entire level, so I can start working with it, then delete that room and create the individual rooms again? My main issue was: How do I model areas where the ceiling drops down further, compared to the rest of the ceiling height on a given level? For example our open concept living/dining/kitchen on the 1st floor (=ground floor outside the US) has the ceiling above the dining area about a foot lower than the rest of the area. I used to model that by simply putting a box (furniture) on the top of that area at the height of the lowered ceiling and with a height of 1 foot, and the width and length of the dining area: However, that is an ugly workaround and now I either can't see any of the furniture in the dining area in the 2D view, or I can't see the lowered ceiling in the 3D view (if I make the box invisible). So I constantly have to toggle visibility on and off, and with a long furniture list it becomes hard to find the ceiling box (unless I am super disciplined with naming conventions, etc.) So: Is there a way to say: The ceiling drops down or the floor is thicker in this specific area? (of course this problem goes beyond just dropped ceilings: If I have wooden beams running across the ceiling, they also obscure all furniture below in the 2D view and I have to group them and constantly toggle their visibility on and off, etc. How do I deal with these ceiling objects in a better way? |
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