This menu lets you manage the different objects that you might have in Nomad.
|Visible||Hide the object (or use the object as subtractive mesh by the Voxel Merger)|
|Edit Name||Edit the object|
|Delete||Delete the object|
|Move||Move the object in the list, it doesn't have any effect on the viewport|
|Duplicate||Duplicate the object|
You can select multiple object, it can help you achieve two things:
- using the gizmo tool to move several objects at once
- merging the objects thanks to the Simple Merge or Voxel Merge feature
You can do that by using the
Multiselection checkbox, and then by clicking on the object in the list.
You can also multiselect in the viewport by holding the
Smooth shortcut and tapping on another mesh.
You can deselect an object by tapping on it again (only if your selection has more than one object).
Limited gizmo feature
When using multiselection, the gizmo tool will always ignore masking. Also, X/Y/Z scaling is removed.
The reason is that multiselection only allows whole mesh transformation, not per vertex transformation. This might be improved in the future.
# Simple Merge
This option will simply make one single object entry from multiple selected objects.
You can see an example in video in the Separate section.
# Voxel Merge
Voxel Merge works differently than Simple merging in that the topology is completely recomputed. More importantly, there won't be any separation between the two meshes, so the potential intersections between the two meshes will be gone.
When using the voxel merger you can change the resolution of the voxel by going in the Topology menu.
If you have a single object based on several disconnected parts, you can split this object into several objects. This can be seen as the opposite of Simple Merging.
You can use the remesher to perform boolean operations, for example by subtracting one mesh from another, The objects that are hidden will be subtracted, they will appear with a cross hatching look.
If you use the voxel remesher with all the objects hidden, the boolean intersection will be computed.
If you need to add a new object in your scene, you can add primitive. You can configure the primitive with some parameters.
However, you need to
Validate the primitive in order to sculpt or paint it.
Validate a primitive you won't be able to edit the primitives settings anymore.
|Box||It's a simple cube, you can control the division in X, Y and Z|
|Sphere||For convenience this is named a Sphere but it is actually a subdivided box, with the |
|Cylinder||You can add a center hole for the cylinder primitive, for example to make an hollow pipe|
|Torus||The torus can be a good starting point for rings|
|UV-sphere||You should probably not use this primitive, see Warning below|
|Plane||It's a simple plane, note that this is the only primitive that is not closed|
|Triplanar||A special primitive, see Triplanar|
If you wonder what is the base mesh when you launch Nomad: this is a subdivided box as well.
However the base mesh in Nomad doesn't use
Project on sphere, meaning it is not perfectly round.
# Primitive Config
Here are a some options that you can find in some primitive:
Flat subdivisionPreserve hard-edges by not smoothing the mesh when subdividing
Overall subdivisionThe number of subdivision
Constant densityIt means that the topology of the primitive will be kept uniform when you play with the settings
Project on sphereTo get a perfect geometrical sphere but keeping the underlying primitive topology
# UV Sphere
You should probably never use it, the topology of the UV Sphere is not well suited for sculpting, especially on the poles.
Please prefer the Sphere, Box or Icosahedron primitive, along with the
Project on sphere option.
Note that the topology can be acceptable for sculpting if you use a very low value for the
You can then use the
Overall Subdivision slider to raise the number of polygons.
This primitive is special in that you should use the Masking tool on it to shape the geometry.
Double-tap on a plane and the camera will focus on this particular plane. This won't work if you rotate the primitive with the gizmo though.
Triplanar is using the mask information from 3 planes to fill a voxel grid that is then polygonized (thanks to the Voxel Remesher).
Each plane has its own symmetry plane.
Each time you update the size of the Triplanar primitive, the quality of the mask painting will degrade.
For now there is no option to 'lock' the painting on a single plane, but maybe it will come in the future. You can use the Connected Topology to help a little bit, in that if your cursor lies precisely on one plane it won't impact the other planes.