TOPIC LOCATION:     `Detail Editor`;    `Object Menu (Detail)`

PRECEDING TOPIC:    `Paste`
FOLLOWING TOPIC:    `Attributes (Color)`

VISUAL DEMONSTRATION AVAILABLE:    `(D)_Attributes.demo`

* See the `Attributes Table` for a visual example of the basic texture 
  settings.

The Attributes Requester allows you to choose`color`and physical
appearance of your object such as:

Object Name
Each object that is added or created is automatically given a default name
based on the type of object.  For example, a`sphere`will automatically be
given the default name of`Sphere`.  As additional`spheres`are added, a
number is added to the name (i.e.  SPHERE.1, SPHERE.2, etc.).  To keep your
objects well organized, it is recommended that you give each object a
descriptive name.  NOTE:  The object name in this field, NOT the name that
the object is saved to disk with, is used for labeling objects within the
different modules.  For instance, in the`Action`Script Editor objects are
listed according to object name.
   
Fastdraw
Fastdraw substitutes an object with a square outline representation.  This
is mainly used to speed up the display.  Once you have created an object,
especially a highly detailed one, turning Fastdraw on prevents the object
from being displayed in detail.  Since the outline is a representation of
the actual x,y, and z dimensions you can still accurately position and
re-position an object without the delay of long redraws.

Phong
Phong is a method of shading an objects surface so that it looks smooth.
Clicking in the Phong selection box activates smoothing (an X in the box
means that the option is active).  Phong increases rendering time.  When
Phong is not activated, the surface of an object displays all the polygon
`faces`.  The appearance will be faceted like a diamond.


The Basic Attribute Settings are:

     `Color`
     `Reflect`
     `Filter`
     `Specular`
     `Dithering`
     `Hardness`
     `Roughness`
     `Shininess`
     
You can also set:

     `Index of Refraction`
     `Brush Map`     
     `Texture Map`

Internal Genlock
Turning Internal Genlock on (an X will be displayed in its selection box)
will render the entire object in color zero.  This means that video images
will be visible in place of the object when the scene is genlocked.

Load\Save Attributes
All of the settings that you have made in the`attributes requester`can be
saved into a separate disk file in the form of an individual`axis`.  Once
saved, the`axis`can be loaded at a later time.  The settings for the
`axis`will then be filled into the`attributes requester`.  This allows
you to attach attribute settings to various objects in a scene or use them
in different projects.

You can also load from the Load\Save Attributes requester, a previously
saved object.  This will use the objects attributes to fill in the
requester.  

Bright
Specifies that the object should have no shadows or shading. The object
will be rendering in a single, solid color - the base color.
This is good for simulating illuminated control panels or windows.

Light
Makes an object become a light source. For instance, setting a sphere as
LIGHT would cause it to become a round light bulb. Selecting this option
displays the same requester used for adding light sources in the
Stage Editor.

* See the `Attributes Table` for a visual example of the basic texture 
  settings.
