Eyedropper Materials slots problem

Bug reports

when using the eyedropper the material in the slots is not highlighted so you never know what material you are.

As I understand the concept, you can change the material color etc. to your likeness without changing any actual material. If you are done, press + and a new material is generated. If you want to change a specific material, tap on that and there is a visible selection frame around.
Same with eye dropper.

Looks like an improvement to me.

I just want a automatic square around the materiel that a have eyedropped plz.

That would cause a new material each time one eyedrops.
If you want a new slot, press plus.
You don’t generate a color swatch each time you eyedrop in Photoshop.
Imagine the flood of materials while doing a paint job. Crazy.

No bug at all to me.

As @knacki said, it’s an improvements (it was noted in the logs).

Basically it now works a bit like a color swatch (think color swatch like in Procreate, although the UX is a bit different), but for material.
The reason why: sometimes you want to edit the material without overriding your saved material.

No i don’t want New slot, imagine : i apply 4 matérial in my scene. I want to highlight one for use one another but if i eyedrop material is not sélected in slots material (its a bug) i make vidéo later.

In french : en français parce que Google translate a l’air de pas bien expliquer ce que je veux dire. En principe si j’utilise la pipette sur un objet les matériaux qui est déjà dans les slots doit être mise en évidence quand on utilise la pipette, c’est logique. Ici dans mon cas c’est sûrement un bug. J’utilise la pipette j’ai bien les réglages du matériaux mais il ne mets pas en évidence le slot alors qu’il est présent dans les slots

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Ah ok your issue is specific to the eyedropper.
Indeed I forgot about it.

Using a long press like Procreate to “copy current material to material slot” could do the trick.
With that UX, maybe I could drop the “selected material” thing. Need to think about it more.

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Ahh sorry, you are right.
@stephomi
In 3Ds Max old compact material editor, the used material of an selected object is automatically visually indicated.


The little outlined three angles are indicating, that this material is used in scene.
The white filled three angles are shown the material of selected Element. In this case the red object.
The white square shows the selected material, which you are working on.

A material which is not used in scene is not marked.

Sure, max works different as materials are linked to object. Is probably impossible or not that easy for Nomad.
But I like the idea to see all materials used in scene at once and to see which one is the material of selected object.
This case color picking would not be necessary that often.

Just for inspiration.

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Hi everyone!

I’m still familiarizing myself with Nomad Sculpt and I think I might be facing an issue similar to what was discussed earlier in this thread. It relates to how materials are managed when switching between objects.

Here’s a detailed example:

  1. I assigned a custom red material to object A and then switched to object B.
  2. For object B, I adjusted the material to a gold color but added a blue-ish tint.
  3. However, when I returned to object A, it no longer displayed the red material I initially chose but showed the blue-ish tinted gold material from object B instead.

How can I access to values for the material of object A again without having guess them and re-create it manually?

In other design software like Affinity Designer and Inkscape, (and I guess in most 3D software) the material or color of the currently selected item is always displayed correctly. Can anyone provide insights on whether there’s a better way to manage this issue or how to save and access previously set up materials that aren’t currently saved as presets? Any advice would be really helpful!

Thank you!