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  • Published 14 Aug 2026

Feature Request: Add Clip / No Tiling Option to Texture Paint Stencil Mask

Feature Request: Add Clip / No Tiling Option to Texture Paint Stencil Mask Context In Texture Paint → Stencil Mask, users can assign an image and select a UV Layer to control which parts of the mesh are affected by painting. This works well when the stencil image is contained within the 0–1 UV space. However, when the UV coordinates extend outside the 0–1 range, the stencil image is repeated. The Problem There is currently no Repeat / Extend / Clip (No Tiling) option for the Stencil Mask image. This creates a practical limitation when trying to control the scale of the stencil. For example: Create a dedicated UV map for the stencil. Project only the desired geometry using Project from View. Assign this UV map to Stencil Mask. To make the stencil image appear smaller on the geometry, the UV island needs to be scaled up. Once the UV extends outside the 0–1 range, the stencil image repeats across the geometry. The user is therefore forced to add a large amount of transparent padding around the stencil image as a workaround. Proposed Improvement Add an Image Extension / Tiling option to Stencil Mask, similar to the controls available for other image textures: Repeat Extend Clip / No Tiling The most useful option would be Clip / No Tiling, where UV coordinates outside the image's 0–1 range produce no stencil influence instead of repeating the image. Why This Would Be Useful This would allow users to freely scale the UV projection while keeping the stencil image limited to a single occurrence. It would also make the Stencil Mask system more consistent with Blender's other image-texture workflows, without changing its existing behavior for users who prefer repeating textures. This seems like a relatively small UI/implementation improvement that would make UV-based stencil masking considerably more flexible.

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Development Status: Open

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ercan-armutcu
14 Aug 2026

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