# Files
# Autosave
If you enable autosave, you can setup a timer so that a popup will appear at regular interval. The reason why Nomad doesn't save in background is because 3d files can be pretty big so it can induces a signifant lag while you are sculpting.
Additionally, to avoid out-of-memory issue the scene is typically compressed before the saving operation. This compression/decompression will slow down the save operation as well.
# Import
When you import an external scene file to Nomad, you can either import or add it.
Adding a file will simply add the objects into the current scene. Importing a file will create a new Nomad project with the new objects in it.
For now you can import the following files:
- glTF (glb format only)
- OBJ
- STL
# Export
GLB | OBJ | STL | |
---|---|---|---|
Layers[layer] | Yes | No | No |
Quad | Yes[quad] ] | Yes | No |
Color | Yes | Yes[color] | Yes[color] |
PBR Painting | Yes[pbr] | No | No |
Multiple objects | Yes | Yes | No |
Metadata[meta] | Yes | No | No |
# Layer
Layers are supported through glTF morph targets. Nomad also exports per-layer colors, roughness and metalness but it will be ignored by other softwares.
# Quad
Using the not yet approved FB_ngon_encoding extension, this is usually not supported by other softwares.
# Color
OBJ and STL don't support vertex colors officially, so it might not work in some softwares.
# Meta
It includes most of Nomad settings: symmetry, primitive config, transforms, etc.
# PBR
PBR vertex colors are exported as a secondary vertex colors attributes. The channels are packed in the follow way:
Channel | |
---|---|
Roughness | R |
Metalness | G |
Masking | B |
WARNING
The packing might change in future version, if it happens, this manual will be updated.