Surfacer aims to help artists with materials and masks when working on heavily meshed objects.
On most scenes, elements from mechanical watches were composed of three parts : vertical faces (tops), horizontal faces (contours) and bevels between them (bevels). Each one had its specified material, hence a specific material ID. Being converted from NURBS, meshes shown a very high polygon density, up to 1000 faces for a single screw, along with vertex anarchy, making it difficulty to process by hand.
Surfacer allows the user to select top, contour and bevel faces in a glance. It also as an automated material ID's setting, with an in-viewport RGB preview and a button to render the currently selected object to mask. Processing a rotated object is also possible, even if this rotation is inherited from another scene node.