Tile stripes inside the projection bounds, then duplicate a STOP sign into individually editable placements.
04 / Several pieces. One shared story.
Several pieces. One shared story.
Carry a mark across an assembly, then decide exactly how its groups, layers and placements fit together.
Choose the receiving objects. Create from selected meshes. Add or remove members explicitly; moving the projection keeps that member list fixed.
Compose from the top down. Higher groups and layers sit on top. Disable a group, layer or placement while keeping its settings.
Pin marks to an object. Pin a group to a receiver so its placements follow that object. All placements share one anchor; change it while keeping their world positions.
Carry one splatter across the tablecloth, table and mugs with a shared group of receiving objects.
05 / Follow the curve.
Follow the curve.
Wrap a label around a bottle. Carry a tattoo or pattern around a limb. Cylindrical projection gives your image a different way onto the surface.
Wrap up to 360°. Switch a placement from Plane to Cylinder. Set its radius, height and angular sector, then position the image independently.
Fit a tapered shape. Tapered Tube gives each end its own radius. Drag the diameter handles to adjust Reference Radius; Keep Pattern Size compensates for the changing radius.
Control the edges. Adjust angular, height and radial fades, use radial Facing, and repeat the pattern around or along the cylinder.
Keep the artwork editable. Change the image, color and finish as before. Bake to a UV layer when the mark should follow a deforming surface.
Wrap a pattern around a leg with Cylinder, then fit the projection with Tapered Tube.
06 / Make the marks part of the texture.
Ready to bake.
Keep the original setup for another pass. Capture your color and finish, make a tattoo follow the skin, or create a copy that opens without Stigma.
Bake to Texture. Capture Base Color, Metallic, Roughness, Specular IOR Level and Stigma Coverage. Pack the maps or save new PNG 16-bit / EXR 32-bit files.
Bake Stigma UV Layer. Let your marks follow Armature and shape keys with stable UVs, keeping the base material live. Edit the sources, update the bake or restore projection.
Keep adding marks. Create another Stigma on a duplicated UV-baked receiver. Shared UV materials are separated as needed, keeping the existing bake and your material edits.
Create Baked Copy. Make an independent static copy with its own mesh, materials and packed maps. Keep the original editable.
Batches, atlases and UDIM. Plan copies from a selection, review the report and retry unfinished objects. Repack islands, use Smart unwrap, share an atlas or capture prepared UDIM tiles.
Your bake tools, together. Select the receiving mesh, then open the gear menu in the Stigma panel.
YOUR TEXTURE SHELF
Start with 30. Make room for yours.
Footprints, drips, dirt, scratches, rust, moisture, signs, color stickers and four irises in blue-gray, brown, green and violet. A bundled library to get moving, and personal folders to make it your own.
Blue-grayBrownGreenViolet
Find it quickly. Search textures by name in a floating shelf that follows your Blender theme.
Build your own collection. Import several images, create and rename folders, and drag thumbnails between them.
Keep it close. Imports live in Blender’s configuration across sessions and add-on updates. Images used from the shelf are packed into your project.
Use it in client work. Bundled artwork allows personal and commercial projects, without attribution. Standalone redistribution of the texture library is excluded.
Local, editable materials with a Principled BSDF connected directly to Material Output. Stigma projects into Base Color and can blend Metallic, Roughness and Specular per layer. Linked materials, Library Overrides and arbitrary shader layouts are outside the supported workflow.
Can I wrap an image around a curved surface?
Yes. Cylinder projects around an axis, up to 360°, with controls for radius, height, image position and edge fades. Tapered Tube adds different radii at each end. The projection is rigid in the current pose; bake a Stigma UV layer to make a tattoo follow skin deformation. Inspect the fit and seam on your model.
Does geometry block the projection?
Projection is bounded, but does not compute occlusion. Facing filters surface orientation; in Cylinder it follows the outward radial direction. More than one surface inside the volume can still receive the image. Control the bounds and receivers. Cylinder is restricted to the group’s explicit receivers; Plane can also affect other users of a shared material.
Can I bake my marks or make an independent copy?
Yes. Bake to Texture captures supported material channels, Bake Stigma UV Layer keeps marks on a deforming mesh, and Create Baked Copy makes a static copy with its own mesh, materials and packed images. Batches, shared atlases and prepared UDIM destinations are available. UVs and materials are checked before capture; review map conventions for your target application.
Can I keep adding marks after a UV bake?
Yes. Select the baked receiver and use Create Stigma. If you duplicated it, Stigma separates shared UV materials while preserving the existing baked images, retained sources and artistic material edits. You do not need to rebake the existing mark. Continue after a UV bake.
Which systems have been tested?
The current release package and selected regressions have been checked on Linux with Blender 4.2.23, 4.5.14 and a local 5.2.0 build. The creator also tested Windows for the 1.0 launch; the current Windows matrix and macOS remain unverified. External PNG dragging has been tested on Linux/X11.
Is Stigma available to buy?
Yes. Stigma is available on Superhive and Gumroad. Visit either listing for pricing and purchase options.