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Start C Topics Z levels

Z levels

The Z level decides what lies on top when objects overlap: every element, hatch and dimension carries an integer as its level; higher numbers are drawn above lower ones. Without an explicit assignment everything lies on Z 0.

Two filled areas: B lies on Z 1 and covers A (Z 0)
Two filled areas: B lies on Z 1 and covers A (Z 0)
The same after “Bring to front” for A: A now lies on Z 2
The same after “Bring to front” for A: A now lies on Z 2

This page describes the relationships. Step by step: Stack objects. Commands: Stack (Bring to front, Send to back, One level up, One level down). Field by field: “Z levels” section.

Drawing Z level

New objects get the drawing Z level, shown in the header bar above the drawing area (“Z level: − 0 +”). The buttons “−” and “+” shift it by one step (status bar “Drawing Z level: n”); in the “Z levels” section a click on “Z n” makes an existing level the active one (“Active Z level: n”). The drawing Z level is kept with the settings.

Drawing Z level in the header bar
Drawing Z level in the header bar
Note

The value in the “Hatch settings” dialog has no effect on new hatches — they take the drawing Z level too (“Z level” field).

Restacking objects

The four commands act on the selection — elements, hatches and dimensions together — and form one undo step:

CommandKeyEffect
Bring to frontCtrl + to the highest occupied level + 1
One level upPage ↑level + 1
One level downPage ↓level − 1
Send to backCtrl + to the lowest occupied level − 1

They sit in the right-click menu of the drawing area, in the “Z level” section of the tool window, in the “Z level” row of the “Properties” panel (⇊ ↓ ↑ ⇈) and in the command search. Everything else: Stack.

“Z level” row in the “Properties” panel: (1) current level, (2) send to back, (3) one level down, (4) one level up, (5) bring to front
“Z level” row in the “Properties” panel: (1) current level, (2) send to back, (3) one level down, (4) one level up, (5) bring to front

The “Z levels” section

The section lists all occupied levels from top to bottom, plus always the drawing Z level (bold and blue). Per row: eye, “Z n”, number of objects, △ and ▽ — the two triangles shift all objects of this level one step up or down (one undo step). Field by field: “Z levels” section.

“Z levels” section: (1) eye, (2) level — the active one bold, (3) number of objects, (4) all one level up, (5) all one level down
“Z levels” section: (1) eye, (2) level — the active one bold, (3) number of objects, (4) all one level up, (5) all one level down

Hiding levels

The eye of a level hides all its objects — they are neither drawn nor snapped or selected and are missing in print and DXF. The state belongs to the drawing and is saved with it. This is a third way beside layer eye and group eye; an object is visible when all three allow it.

Level Z 1 hidden (eye pale)
Level Z 1 hidden (eye pale)
The drawing: only A remains
The drawing: only A remains

Texts and dimension values below the drawing

Texts and dimension values normally lie above the geometry. If a text or dimension carries a Z level below the drawing, it is drawn in the model on a second text layer below the geometry — a filled hatch can then cover it. In the sheet there is no such separation: all texts appear above the viewport contents; print, however, again orders strictly by Z.

The command Dimensions to back puts all dimensions on the lowest occupied level.

Further places of the Z level

  • “Properties” panel: row “Z level” with the four buttons — for elements, multiple selection, dimensions and hatches (“Properties” panel).
  • Image properties: inserted images have the same buttons in their dialog.
  • Elements list: objects outside Z 0 carry a small “z n” after the name.
  • Status bar with a hatch selected: “Schraffur selektiert — Umrandung hervorgehoben; Z-Ebene mit PageUp/PageDown verschieben” (German in every language).
  • Pick up attributes: if the click hits several elements, the one on the higher Z level wins.

Related topics

  • Layers — levels with colour, line type and width
  • Groups — bundling with their own eye and lock
  • Hatches — filled areas where the order becomes visible

Related topics