# Material


Materials are properties that can change your object visual for your object. For precise control over the object's painting, see the Vertex Paint options;

At the moment, each object has its own material, two objects cannot share the same material.

# Opacity mode

# Opaque

The default mode and the fastest.

# Blending

You can make your mesh semi-transparent with this slider. Note that because of real-time constraints, you can have noticeable visual artefacts in some cases if your object has a complex shape shape.

# Additive

You can make your mesh semi-transparent with this slider.

You can set an opacity value higher than 1, which mean the object will be brighter.
It can be useful if you want to use bloom and the threshold parameter to only make this object glow like an emissive object.

This mode tends to have less artefacts than Blending (order independent transparency).

# Dithering

Make the object semi-transparent by discarding some pixels in a random fashion.

# Refraction

This mode can be used to simulate glass material. Because of real time constraints, self-refraction and multi-layered refraction is somewhat limited.

The roughness painting of the model impacts how blurry the refraction is. By default, every object created in Nomad has a roughness slighty around 25%, thus the refraction won't be perfectly but a bit blurry. You can use the paint glossy button to repaint your model with a roughness and metalness of 0 (the colors won't be affected).

There are 2 different roughness at play, the one driving how blurry the reflection is on the surface, and the other one driving the interior (refraction).
However, since there is only one painting roughness channel in Nomad, both interior and exterior roughness will share the same value.
In order to have different values (for example a lollipop with sharp surface but blurry interior) you use the sliders Surface glossiness and Interior roughness to override the painted roughness.

# Always unlit

If enabled, the object will ignores PBR and Matcap and simply display its color painting without shading. Note that if you use Additive, you can paint transparency directly by using black color.

# Casts shadows

For now Auto is the same as On. Transparent objects also cast shadows (in a dithering pattern to emulate blended shadows).
Make sure to disable shadow casting if you have a big object in your scene that doesn't need to cast shadows (for example a big floor).

# Two sided

See the global option.
Auto value will use the global option.

# Smooth Shading

See the global option.
Auto value will use the global option.