> For the complete documentation index, see [llms.txt](https://luw-ai.gitbook.io/luw.ai-studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://luw-ai.gitbook.io/luw.ai-studio/building/zones.md).

# Zones

Name and colour the rooms the Studio finds in your walls, mark extra areas as zones, and use those names in labels, walk mode and Archiagent.

Luw\.ai Studio keeps track of the spaces in your building, not just the walls around them. Every space you enclose with walls becomes a **room**: a named, coloured area with its own floor and ceiling. A **zone** is an area you mark yourself, such as a reading corner in a living room or the dining end of an open-plan kitchen. It has a name and an outline, but no floor, walls or ceiling of its own.

Names are worth a minute of your time. They appear on the name tags in 3D and on the plan, in the **Scene** tab, at the top of the screen in walk mode, and they're how Archiagent knows which room you mean.

## Rooms appear by themselves

Close a loop of walls and the Studio creates a room for it straight away, together with its floor and ceiling. Rooms are numbered **Room 1**, **Room 2** and so on, using the lowest free number. The room is listed under **Rooms** in the **Scene** tab and gets a name tag in the scene.

If you later open the walls up again, the room is kept but marked **Room · not enclosed** until you close them again. Its floor and ceiling return once the walls are closed.

Rooms also come from:

* the **Terrace** tile in the **Build** tab's **Outdoor** group, which makes an outdoor room named **Terrace**;
* [Archiagent.ai](/luw.ai-studio/luw.ai-ai-tools/archiagent.md), which names every room it builds or traces from a floor plan;
* importing an IFC model, where the model's spaces become named rooms (see [Import](/luw.ai-studio/import-and-export/import.md));
* **Divide room** and **+ Add mezzanine**, which split an existing room or add a mezzanine room.

## Name a room

Click a room's tag, or its floor, to select the room and open its panel. The name sits at the top. Click it and a list of suggestions opens, grouped into **Living**, **Sleeping**, **Bathrooms**, **Work & hobbies**, **Circulation**, **Utility & storage** and **Outdoor**. Pick one, or type your own name (up to 40 characters) and choose the entry that uses your text.

If a name is already taken on the level, picking it again adds a number, so a second bedroom becomes **Bedroom 2**. The list warns you with **Picking it adds a number**.

{% hint style="info" %}
After typing part of a name, `Enter` picks the first matching suggestion, not your own text. To keep exactly what you typed, choose the entry with your text in the list.
{% endhint %}

You can also rename a room in the **Scene** tab: hover it in the **Rooms** list, click the pencil, type, and press `Enter` (or click elsewhere). `Esc` cancels.

## Read the room tags

With the Select tool active and nothing selected, every room or zone on the current level carries a name tag, both in 3D and on the 2D plan. The tag holds a coloured dot, the name and the floor area, shown in m² or ft² depending on your units.

* **Hover** over a tag and the room lights up.
* **Click** the tag to select the room, just as if you'd clicked its floor.
* `Shift` + click (or `Ctrl/Cmd` + click) toggles the zone in or out of your selection.
* `Alt` + click selects the zone itself rather than the room.

Where rooms are small and tags would collide, larger rooms get theirs first. A tag that doesn't fit moves up or down a little, or shrinks to just its coloured dot, which expands when you hover it. Tags step out of the way while you drag or use a tool.

## The room panel

A selected room's panel shows, from the top:

* the level it's on, the room's colour dot and its name;
* how many doors and windows it has;
* its **Area**, **Perimeter** and **Height**;
* **Unit**, to group the room with others, for example all the rooms of one apartment (**New unit** starts a group);
* **Built with**, with switches for the room's **Floor**, **Walls** and **Ceiling**. Turn the ceiling off for a double-height space, for instance;
* **+ Add mezzanine**.

To change the colour, click the dot next to the name (**Room colour — used in the plan and labels**) and pick one of the swatches. New rooms get a colour automatically, so two rooms can occasionally end up with the same one.

The small menu above a selected room has **Move**, rotate buttons, **Divide room**, **Duplicate** and **Delete room**.

## Mark a zone by hand

Draw a zone when you want to name an area that isn't separated by walls: a home office corner, a play area, a parking space on the drive.

1. Press `Z`, or click **+** next to **Rooms** in the **Scene** tab (**Draw a zone**).
2. Click each corner of the area. Corners follow the snapping mode in the helper panel: tap `Shift` to change it and `Ctrl` (`Cmd` on a Mac) to change the grid step.
3. To close the outline, return to the first corner and click it, or double-click anywhere. You need at least three corners.

The zone is named **Zone 1**, **Zone 2** and so on, and is selected straight away. `Esc` leaves the zone tool and discards an outline you haven't closed.

<figure><img src="https://1629954275-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F3c2lKXqxOtmrzgrQQpGP%2Fuploads%2Fgit-blob-27626f91c75c86a0febdf44f09206fbbdad527cc%2Fzones-drawing.webp?alt=media" alt="The zone tool in 3D: a corner marker with a vertical guide on the floor next to the desk, the grid showing, and the Zone panel reading Snapping: Grid and Grid: 0.50 m"><figcaption><p>The zone tool ready for the first corner. Corners follow the snapping mode and grid step shown in the panel.</p></figcaption></figure>

If you draw a zone over most of a closed set of walls, it becomes that room and keeps the name you gave it.

Zones are listed under **Other zones**, below the rooms, in the **Rooms** list.

### Reshape a zone

Select the zone on the 2D plan, then:

* drag a corner to move it;
* drag an edge to slide it;
* drag the small handle in the middle of an edge to add a corner;
* double-click a corner to remove it (a zone keeps at least three);
* drag inside the zone to move the whole outline.

A zone you reshape by hand no longer follows the walls. Rooms are reshaped by moving their walls.

A zone's own panel lists its **Unit** (when your project has units) and its quantities: whether it's an **Enclosed room** or **Footprint only**, its area and perimeter, and its wall surface, floor surface and volume. The quantities fill in when you select the zone from the **Rooms** list.

## Use the Rooms list in the Scene tab

Each row in the **Rooms** list has:

* the **colour dot**, to recolour the room or zone;
* the name, with a pencil for renaming;
* a **Camera snapshot** button. **Take snapshot** stores the current view of the room, **View snapshot** brings you back to it later, and you can **Update snapshot** or **Clear snapshot**. Handy for checking the same angle after every change;
* a trash button.

Double-click a row to frame the camera on that room. Above **Rooms**, the **Units** section lets you create and manage units with **New unit**.

## Delete a room or zone

* **A room**: click **Delete room** in its menu, use the trash button in the **Rooms** list, or press `Delete` or `Backspace`. A dialog asks what to do: **Keep items** removes the room's walls, floor finish and ceiling but leaves the furniture where it is, while **Delete all** removes everything. A room whose walls are shared with other rooms can't be deleted this way; its menu explains why.
* **A zone**: in its panel, **Delete** removes just the zone. **Delete with contents** also removes the walls along its outline, the matching floor and ceiling, and the items inside it. The trash button in the list and the `Delete` key remove the zone at once.

## Rooms in walk mode

Start walk mode from the viewer toolbar at the top right (**Walkthrough**). While you walk, the top of the screen shows the level you're on and the name of the room or zone you're standing in, and it updates as you move from room to room. A room you never renamed shows up as something like **Room 3**, which is one more reason to name them.

## Rooms and Archiagent

In the **Edit with AI** tab, Archiagent.ai reads your room names along with the rest of the scene. That means you can talk about rooms the way you would to a person: "put a desk in the study" or "how big is the kitchen?". Rooms Archiagent creates arrive with sensible names. See [Archiagent.ai](/luw.ai-studio/luw.ai-ai-tools/archiagent.md).

To furnish a room by hand, browse the **Items** tab by category (**Furniture**, **Kitchen**, **Bathroom** and more). See [Finding items](/luw.ai-studio/items-and-paint/finding-items.md).
