# Painting

# Material

PBR painting is using 3 channels at the moment.

  • Color As the name suggests it represents the base color
  • Metalness It simply tells if the surface is metallic or not. The value should be either 0% or 100% most of the time, in-between values should be exceptional.
  • Roughness It tells how "rough" or "smooth" a surface is. A low value for the roughness means that the reflections will be sharp.

You can choose to disable some of these channels.


You might consider turning on Smooth Shading globally or per-object if you are painting a metallic surface on on object with polycount.

Metalness 0% Metalness 100%
Roughness 0%
Roughness 50%
Roughness 100%


Metalness and roughness can't be supported if you are using Matcap rendering, so if you paint you will only see the colors.

# Vertex Painting

Nomad only supports Vertex Painting.

With this method the material information is stored on the vertices (unlike Texturing, which stores the information on an image).


You can enable painting with most tools. For sculpting tools, the paint intensity has its own slider, independent of the main deformation slider.

# Texturing

Nomad supports textures, but only if they are already present in an imported model.

A texture is simply an image, but in the 3d context it usually refers to an image assigned to an object. In order to wrap an image around a model, the model needs texture coordinates (UV).

Nomad can compute them automatically but you don't have much control on the overall quality. Since Nomad cannot do texturing, generating UVs is only useful if you plan on exporting the object to a texturing application.


One example of workflow:

# Stamp

In the 3d context, most of the time you assign textures:

  • to a brush stamp, for texturing purpose
  • to a brush stamp, for vertex painting purpose
  • or directly to an object, if it has UVs

In Nomad you can only assign a Color texture to the brush (for vertex painting then). Roughness and Metalness stamps are not supported.

However the Alpha texture will impact all 3 channels: Color, Roughness and Metalness.