# Scene
This menu lets you manage the different objects that you might have in Nomad.
# List
Action | Icon | Description |
---|---|---|
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 | |
More | More... options |
# More...
# Separate
If you have a single object based on several disconnected part, you can split this object into several objects. This can be seen as the opposite of Simple Merging.
# Hole Filling
Most of the time, your object will probably be watertight, meaning the mesh is 'closed'.
However if you import You can fill the holes in your mesh If your object has holes, you can fill them. Note that it only works on 'naive' holes, as such, it cannot 'weld' two separate border.
TIP
When you run the Voxel remesher, all the holes are automatically closed, whether you are using it on 1 or multiple meshes.ul
# Multiselection
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 list.
Quick multiselection
You can also multiselect in the viewport by holding the Smooth
shortcut and tapping on another mesh.
You can unselect 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 allow 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.
# Subtraction
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 crosshatching look.
# Intersection
If you use the voxel remesher with all the objects hidden, the boolean intersection will be computed.
# Primitive
If you need to add a new objects 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.
When you Validate
a primitive you won't be able to edit the primitives settings anymore.
Primitive | Icon | Description |
---|---|---|
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 Project on sphere forced | |
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 | |
Cone | - | |
Icosahedron | - | |
UV-sphere | You should probably not use this primtive, 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 |
TIP
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 subdivision
Preserve hard-edges by not smoothing the mesh when subdividingOverall subdivision
The number of subdivisionConstant density
It means that the topology of the primitive will be kept uniform when you play with the settingsProject on sphere
To get a perfect geometrical sphere but keeping the underlying primitive topology
# UV Sphere
WARNING
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 Division
sliders.
You can then use the Overall Subdivision
slider to raise the number of polygons.
# Triplanar
This primitive is special in that you should use the Masking tool on it to shape the geometry.
TIP
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.
WARNING
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 lie precisely on one plane it won't impact the the other planes.