Replace face
Hands a surface back to the body: the picked faces are removed, the surface takes their place, and the body is whole again.

Why
This is the far end of the bridge into the design layer. The loop is: take a face out ("Copy face"), reshape the surface on its own, hand it back. The node lives in the timeline, not as a layer on top of the model, so anything can be built below it: fillets, holes, a shell.
How
- Press Replace face.
- Click the body faces you are replacing.
- Click the surface — it is a separate sheet body, hard to confuse with anything.
- Enter to apply, Esc to cancel.
Worth knowing
- The boundaries must match. Replacing a face means the surface stands on ITS edges, not roughly in the same place. A common mistake: the top of a shelled part is a RING as wide as the wall, while the patch is stretched across the whole opening. The ring and the lid are bounded differently, the inner loop is left unpaired — and the node turns red. Build the patch on the same edges that bound the face being replaced.
- Capping an open box is a different job. A shelled part is already closed: the top is a recess in the material, not a hole in the surface. A lid there adds material — that is an extrude or a thicken, not a face replacement.
- The surface must close the opening. If a gap is left after the faces are removed, the node turns red and says how many edges are left unpaired, and the part stays as it was. "Almost a solid" is never handed on: further down the timeline it would behave like garbage.
- Faces are stored as a description. Say "all faces of this feature" and the node keeps replacing exactly those after the base changes, not yesterday's numbers.
- Both inputs are absorbed. One part is left on screen, not a part plus a surface over it.
- A lost target is an honest refusal. Nothing "similar" gets replaced instead: putting design work in the wrong place silently is worse than not putting it at all.