Hello! It's redistribution :/
But you could allow for external assets in your project! :)
Any updates to any of the included products will also be included into this bundle, and I'm using all of them on Blender 4.3.1. If anything breaks due to the new Blender versions, I'll try and fix it as soon as I can.
*edit* oh also, all of the processes have free versions so feel free to test those!
The "shell" material is set up to receive two separate colors from the main geometry nodes "control panel"- logo color 1 and 2- and uses two textures to determine where those colors get mixed on the shell, as well as to raise the "print" level via bumpmapping so that it reflects the lights appropriately.
In order to use a full color image logo "print", you'd need to switch the two textures and edit the shader node connections. Basically, you need a black-and-white image of the logo to use as a "mask" and a full-color image to determine the colors, and then link the output from the first "mix" node like so, that it replaces the color attributes coming from geometry nodes:
Hopefully, this will give you the desired result!
Hey! If anyone used it in that way, they hadn't shown me :D
The process was intended for non-interactive use since it's entirely Blender-based, but there can be ways of incorporating it into something more interactive, if nothing else then by pre-rendering stuff as animations and using those as textures in Unity or something like that :)
Hey! Thanks a bunch for purchasing the tileset, please go ahead and share it with your team, I'd really like to see the results when you have made something with it!
I did some "colorizing" with a previous tileset, by doing basically what you described- I opened the set in Aseprite (which I fully recommend, it's awesome), swapped the colors and just pasted the recolored version into a large "atlas". Just find a palette that works for you, and you can get it done in a relatively short time.
Maybe I should make some color variations and include them with the tileset, too?
Hey! Thanks a lot for purchasing MRMO-STITCH!
The suggested "safe" maximum size of 128x128 pixels can be modified within the geometry nodes, but as the process is based around instancing "real" geometry, it quickly becomes extremely taxing on the hardware, with a 1024x1024 canvas producing over a million stitch objects, taking up roughly 5GB of video RAM with 10 million tris/5 million faces :)
What resolution are you trying to use?
What version of Blender are you using? That's the first thing to come to mind since there have been some compatibility "misalignments" between newer Blender versions as there have been many new things added, especially with geometry nodes :/
The experimental GEO version was made with 4.11 and it might be what breaks compatibility with earlier versions.
Yes! Your method results in a duplicate material that still uses the original node sub-groups. You could go through every group and make them unique, but it's not really feasible, so:
The quickest way I can think of is just appending the display and material from the MRMO-CRT .blend project into a new project, as many times as you need; this would create "proper" copies of the material (with its name ending in .001, .002 etc) with the subgroups properly copied.
Hi! Thank you very much for your support!
You can change the canvas texture, there's a few steps you'll need to follow:
First, change any area to the "shader editor", and select "Canvas" (the first slot) in the material slots.
Hit "home" on the keyboard to center the view on the nodes, select the "CanvasMat" node group and hit "tab" to enter the node group.