Seamless 3d texture pbr 8k candle wax drip with wax residue and black candle surface free download

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

Preview — Seamless 3d texture pbr 8k candle wax drip with wax residue and black candle surface

Texture Info

IDseamless-3d-texture-pbr-8k-candle-wax-drip-with-wax-residue-and-black-candle-surface
CategoryHalloween
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture features a photorealistic candle wax drip with wax residue on black candle surfaces, presented in ultra-high 8K resolution and fully optimized for PBR workflows. The base material simulates organic candle wax, composed primarily of polymerized hydrocarbons with subtle impurities that create natural variations in translucency and surface roughness. The texture captures intricate details of wax buildup and melting patterns, including fine micro-cracks and residue accumulation, reflecting the physical weathering and cooling dynamics of real candles. Black candle surfaces showcase a slightly polished finish with soft specular highlights, while red and golden candle variations add nuanced color shifts through embedded pigments and oxide layers, enhancing realism across diverse ambient lighting conditions. The seamless tiling design supports large area coverage without visible seams, making it ideal for environment props, Halloween decorations, and spooky ambient models in Blender, Unreal Engine, or Unity projects.

Material properties are carefully mapped across PBR channels to maximize realism and versatility. The BaseColor (Albedo) channel conveys subtle tonal gradations, from deep black to warm reds and golds, enriched by wax residue and pigment dispersion. The Normal map captures fine surface irregularities such as wax drips, folds, and residue textures, contributing to detailed light interaction. Roughness values vary to replicate the contrast between glossy melted wax areas and matte residual buildup, enhancing tactile perception. The Metallic channel remains near zero, consistent with the organic non-metallic nature of wax, while Ambient Occlusion intensifies shadowing within crevices and folds for depth. Height/Displacement maps provide realistic surface relief, emphasizing drip contours and residue layering, which can be leveraged for parallax effects or tessellation in real-time engines.

Designed with high fidelity and versatility in mind, this texture is Unreal and Blender ready, ensuring seamless integration into PBR shading pipelines. For optimal results, it is recommended to adjust the UV scale to balance detail density across large surfaces, and to fine-tune roughness settings to match specific lighting environments, enhancing the wax’s translucent and glossy qualities. This texture excels in creating atmospheric candlelit scenes, eerie Halloween decorations, or any project requiring authentic candle wax materials with realistic surface complexity and subtle color variations across black, red, and golden candles.

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

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