STIGMA / BY OUTLIER LABS
Leave
a mark.
Editable decals for Blender.
Give every surface a story.
26 included textures · Cylindrical projection · Bake to Texture · Eevee + Cycles
Blender decals. Real character.
A sticker on a mug. Footprints across a floor. A splash that crosses several objects. Stigma is a Blender decal tool that projects editable image decals directly into your materials, without adding decal planes.
Place, recolor, layer and repeat your decals. Wrap a decal around a curved surface with cylindrical projection, then bake color and finish to textures, UV layers or independent copies. Keep the original setup editable for another pass.
01 / SURFACE PLACEMENT
Put it where it belongs.
Drag a decal texture from the library onto a mesh. Move, rotate and scale with Blender’s familiar controls, then fine-tune the projection directly in the viewport.
- Place against the surface. Hold Ctrl while moving or use the projection arrow.
- Shape the projection. Adjust width, height and depth with handles, or pull a handle through the opposite side to mirror the image.

From texture shelf to surface, with every placement still editable.
02 / MATERIAL FINISH
Make a sticker feel like a sticker.
A mark can change how a surface catches the light. Material Influence blends Metallic, Roughness and Specular settings per layer, using the decal’s coverage.
Give a sticker its own finish while preserving the material around it. Recolor the image with Solid Color, adjust strength and contrast, and combine layers with 19 color blend modes.

The decal’s finish changes; the surrounding surface keeps its character.
03 / REPETITION
One mark. As many as you need.
Duplicate decal placements to build a trail or scatter repeated details. Each copy stays independently editable while sharing its layer’s image.
For a continuous pattern in Plane, enable Repeat inside the projection bounds. Set tile size and X/Y offsets, then enlarge the area without stretching the pattern. Use a tileable source image for seamless joins.

Tile a pattern within its bounds, or place individual copies exactly where you want them.
04 / SHARED GROUPS
Several pieces.
One shared story.
Project decals across an assembly with shared groups. Choose the receiving meshes explicitly, add or remove members, and organize the result with groups, layers and placements.
Higher groups and layers compose on top. Toggle their visibility without losing settings, or pin a group’s placements to a receiver so they follow that object.

One splatter across several receiving objects: cloth, wood and mugs.
05 / CYLINDRICAL PROJECTION
Wrap decals around curves.
Wrap a label decal around a bottle. Carry tattoo decals or patterns around a limb. Switch a placement from Plane to Cylinder and project around an axis, up to 360°, while keeping the image, color and finish editable.
- Fit the projection. Set radius, height and angular sector. Position and scale the image independently of the receiving volume.
- Follow a taper. Tapered Tube gives each end its own radius. Use the diameter handles to adjust Reference Radius, and Keep Pattern Size to compensate for a changing radius.
- Shape the pattern and its edges. Repeat around or along the cylinder, soften angular, height and radial boundaries, and use radial Facing to control reception.

Cylinder and Tapered Tube fit a repeating pattern around a leg. Inspect the fit and full-turn seam on your own model.
Cylinder is a rigid projection in the current pose. For a tattoo that should follow skin deformation, capture it with a Stigma UV layer.
06 / TEXTURE BAKING
Bake decals to textures.
Bake decal color and finish, make tattoo decals follow the skin, or create a copy that opens without Stigma. Select the receiving mesh and open the gear menu in the Stigma panel.
- Bake to Texture. Capture Base Color, Metallic, Roughness, Specular IOR Level and Stigma Coverage. Pack the maps into your .blend or save new PNG 16-bit / EXR 32-bit files.
- Bake Stigma UV Layer. Capture a contiguous block of Mix layers while keeping the base material live. The marks follow Armature and shape keys with stable UVs and topology. Edit the sources, update the bake or restore projection.
- Create Stigma UV. Prepare a dedicated destination UV while preserving the base texture’s mapping. Review its islands, seams and padding before capture.
- Create Baked Copy. Keep the editable original and create an independent static copy with its own mesh, materials and packed maps. The copy opens without the add-on.

Your bake tools, together in the Stigma Tools menu.
More than one object? Plan the batch.
Plan Baked Copies from Selection, review the saved plan/report, then run or retry unfinished objects. Cancel a batch while keeping completed independent copies. Repack existing islands, use Smart unwrap or share one atlas; prepared UDIM destinations are also supported.
Each capture checks UVs, geometry and materials before it starts. Press Esc to cancel. An atlas is delivered as a complete set; a Stigma UV layer retains its previous result if an update fails.
YOUR TEXTURE SHELF
Start with 26.
Make room for yours.
Get started with footprints, drips, dirt, scratches, rust, moisture, signs and stickers from the 26 included textures.
Build your own collection with searchable personal folders, batch imports and drag-and-drop organization. Drop a library thumbnail onto a mesh to create a decal, or use it to change the image of a selected placement.
A LITTLE MORE CONTROL
Keep every decal editable.
- Alpha or luminance masks. Preserve transparency or turn a black-and-white image into a stencil. Adjust strength, contrast and inversion.
- Facing controls. Fade the projection on surfaces that turn away, using Angle and Softness.
- Placement overlap. Choose Topmost for the strongest coverage or Blend to build up overlapping marks.
- Room to experiment. Undo scene edits, cancel a placement gesture, or preview Auto Settle before confirming it.
- Your shader, your workflow. Use the coverage Mask output in your own nodes. Inspection and repair tools help you manage the setup.
BEFORE YOU START
Made for Blender.
- Blender 4.2.23 or newer. Eevee and Cycles. Validated on Linux with Blender 4.2.23, 4.5.14 and 5.2.0. The creator has also tested Windows, without a formal version matrix. macOS has not yet been formally validated.
- Compatible materials: local, editable materials with a Principled BSDF connected directly to Material Output. Linked materials, Library Overrides and arbitrary shader layouts are outside the supported workflow.
- Bounded projection: Plane clips inside a box; Cylinder clips by height, radius and angular sector. Facing filters orientation, radially in Cylinder; it does not calculate occlusion. Cylinder is restricted to the group’s explicit receivers. Plane can also affect other users of a shared material; give them separate materials for strict exclusion.
- Bake scope: color, scalar finish and coverage capture, Stigma UV layers, independent static copies, batches, atlases and prepared UDIM destinations. UV layers need Stigma and support Armature/shape keys with stable topology; independent copies use a supported opaque Principled profile and do not retain the rig or animation. Final-normal capture is experimental and disabled by default; Height/displacement channels and dedicated game-engine exporters are not included.
Included: the Stigma add-on, 26 bundled textures and an online field guide. Install the supplied ZIP from Blender’s Preferences, enable Stigma and open its sidebar tab.
Included artwork supports personal and commercial projects, including client work, without attribution. It may not be redistributed as a standalone texture library. Imported artwork retains its original license; the add-on code is GPL-3.0-or-later.
STIGMA / OUTLIER LABS
What will you leave behind?
Asset provenance: The texture-pack images were AI-generated using imagegen generation tool through Aracne.