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Create realistic embroidery with the MRMO-STITCH

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MRMO-STITCH is a Blender-based embroidery emulation process that creates the look of manual cross-stitch embroidery. It works in Eevee and Cycles and accepts various input sources.

The process consists of material shader and geometry nodes combined with an auto-resizing canvas-and-camera scene, distributed as a .blend file. The main geometry nodes panel has various properties to configure the stitch randomness and canvas deformation. The process output is soft-locked to a maximum of 128x128 stitches, which can be overridden (but mind the impact - your scene can become heavy!). The "Deluxe" version has advanced customization options and a "stitches workshop" to modify the included stitch material. The "Basic" version is free, while the "Deluxe" version is a paid extra. The process is easy to use, and the only thing necessary to make it work is to plug in an image, set the rendering resolution and percentage, and render the result. Licensing terms apply.

The Basic version of MRMO-STITCH can be used for non-commercial projects, but not for projects relating to non-fungible tokens (NFT) or blockchain. The Deluxe version can be used for both non-commercial and commercial projects, with the same NFT and blockchain exceptions. Users can modify the process to their needs but cannot redistribute or resell it, even if modified. Credit is not required, but it's appreciated.

The Deluxe version has been updated to include metallic and emissive thread options. Users can enable up to three metallic and three emissive thread colors, adjust their emission strength, and select them from an image viewer. Additionally, a new sharpen method has been added to the post-processing compositor process, and its value can be adjusted from the Geometry nodes panel.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

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