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Files

Project

A thumbnail is shown of the last save at the top of this menu. Clicking this thumbnail brings up a mini browser, tap twice on another project to bring up a mini menu to open, ad, save, clone, rename, delete that project.

Save

Save the Nomad project.

Save As...

Display the project browser to allow you to save the Nomad project with a new name.

Rename

Display a text box to rename the current project.

Open...

Display the project browser to open a project.

Add to scene...

Display the project browser, when a project is selected it's contents will be merged with the current scene.

Delete...

Display the project browser, any selected projects will be deleted from the file system.

New

Start a new project, if there are unsaved changes you will be asked if you want to save.

Import

Import

For importing 3d files that aren't Nomad projects.

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.

Nomad can import these formats:

  • Nomad (.nom)
  • glTF (.glb, .gltf)
  • OBJ (.obj)
  • STL (.stl)
  • PLY (.ply)
  • FBX (.fbx, experimental)

Advanced

Display advanced import options:

Project/ glTF / OBJ / STL / FBX

Keep topology

Nomad by default will attempt to fix problem geometry on load. Enabling this will stop Nomad from vertex/face reordering, removal of vertex/face duplicates, removal of unused vertices.

Skip textures

Skip loading of textures for formats that support it like glTF

Project / glTF

Keep gui settings

Enable savng of the gui and project settings within the Nomad .nom or glTF file.

OBJ

Split OBJ by groups

Enable splitting OBJ groups into separate objects.

Color Space

Set the color mode interpreted from the obj as Linear, sRGB, or Auto.

PLY

Color Space

Set the color mode interpreted from the ply as Linear, sRGB, or Auto.

FBX

Color Space

Set the color mode interpreted from the obj as Linear, sRGB, or Auto.

Autosave

If you enable autosave, you can set up a timer so that a popup will appear at regular intervals. The reason why Nomad doesn't save in background is because 3d files can be pretty big so it can induce a significant lag while you are sculpting.

Additionally, to avoid out-of-memory issues the scene is typically compressed before the saving operation. This compression/decompression will slow down the save operation as well.

Timer pop up

How frequently will the timer popup appear.

Enable popup timeout

Discard autosave

If an auto save file exists for a project, it will automatically be loaded instead of the original project. If this isn't required, this button will delete the autosave. Loading the fill will then load the last manual save of the project.

Export

Save to a 3d geometry format that can be used in other software.

GLBOBJPLYSTL
Layers[layer]YesNoNoNo
QuadYes[quad]YesNoNo
ColorYesYes[color]Yes[color]Yes[color]
PBR PaintingYes[pbr]NoNoNo
Multiple objectsYesYesNoNo
Metadata[meta]YesNoNoNo

All/Visible/Selected

The active button state will set which objects will be exported. The number next to the icons indicate how many objects will be exported for that option.

Vertex colors

Export vertex colors if supported by the file format.

PBR paint

PBR vertex colors are exported as secondary vertex colors attributes. The channels are packed in the following way:

Channel
RoughnessR
MetalnessG
MaskingB

Layers

Layers are supported through glTF morph targets. Nomad also exports per-layer colors, roughness and metalness but it will be ignored by other software.

Layer painting

Export layer painting, usually ignored by other software.

Normals

Export normal information. Note that Nomad will always compute it own normals when importing other file formats.

Textures

If textures have been added to the material, they will be exported. Note that this will not bake textures, that is done via the bake options in topology.

Export button

Click this to export the geometry using the selected settiings.

Tip: Import roughness and metalness to Blender

Blender can import gltf/glb, but doesn't automatically understand vertex attributes for metalness and roughness. To use them, in the material editor create a Vertex Color node, set its property to the next color attribute (usually Col.001). Connect a 'Separate XYZ' node, send X to roughness, and Y to Metallic.

This video shows the process:

Render

Export an image that is the combination of all the settings in the project (lights, materials, post processing etc).

Preview

The small preview button next to the menu title will dim the toolbars to help preview the final result.

Transparent background

Enable an alpha channel for the render, useful to combine the render with other images in 2d programs. Note that partial transparency is not supported.

Show interface

Enable including Nomad's UI in the render.

Render ratio

A multiplier on the image resolution.

Final size

The resolution to use for the render. When Custom is selected, the width and height sliders will be enabled.

When the File menu is active, a dashed overlay will be drawn in the viewport to indicate the render region if it does not match the screen resolution (note that you must be in landscape mode for this to be correct).

Export png

Click this button to start the render process. When complete you can then choose how to save or share the image.