Seamless Mulch Petals Bark 3D Texture (PBR up to 8K) free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless Mulch Petals Bark 3D Texture (PBR up to 8K)

IDyellow-flower-mulch-scattered-flowers-mulch-plant-debris-floral-debris-scattered
Bark
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously detailed organic mulch bed predominantly composed of finely ground wood chips weathered tree bark fragments scattered sticks and natural plant debris such as delicate yellow flower mulch and varied leaf litter. The base substrate consists of rich fibrous wood elements and layered bark pieces bound by subtle natural adhesives resulting in a porous yet cohesive surface that authentically captures the complexity of outdoor mulching environments. Floral debris and scattered petals rest naturally atop this textured mulch bed creating a semi-matte finish that balances roughness with softness. Weathering effects typical of bark and mulch exposed to environmental conditions are carefully rendered highlighting the interplay of wood grain orientations and the intricate vein structures found in petals and scattered flowers throughout the composition.

Optimized for physically based rendering (PBR) workflows this texture is fully seamless and available in ultra-high resolutions up to 8K ensuring unparalleled detail for use in Blender Unreal Engine and Unity. The BaseColor (Albedo) channel features an earthy palette enriched with subtle yellow hues from the floral debris and scattered petals providing a natural variation in color across the mulch bed. The Normal map enhances fine surface details such as bark textures wood fibers and the delicate contours of plant debris adding convincing depth and irregularities. A carefully calibrated Roughness map simulates the semi-diffuse quality typical of mulch surfaces allowing realistic light scattering while avoiding unwanted glossiness. The Metallic channel is neutral reflecting the organic non-metallic nature of this natural material while Ambient Occlusion deepens shadows in crevices formed by sticks leaf litter and bark fragments. The Height map introduces gentle micro-topographies that replicate the porous layered structure of bark and plant debris contributing to enhanced realism under dynamic lighting conditions.

Delivered in flexible PNG and EXR formats supporting metal/roughness workflows this mulch petals bark texture is ideal for enhancing natural floor environments and detailed plant debris simulations in architectural visualization game development and environmental design. For best results adjusting the UV scale is recommended to maintain the natural proportions of scattered petals and wood chips preventing distortion of key details. Additionally fine-tuning the Roughness map can simulate varying moisture levels or weathering effects in the mulch bed allowing the material’s lighting response to adapt for heightened authenticity and immersion within diverse outdoor scenes. This carefully crafted texture offers a versatile and highly realistic solution to bring natural mulch beds floral debris and organic bark surfaces to life in any 3D project.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.