This seamless 3D texture in stunning 8K resolution masterfully combines intricately detailed cobweb strands and delicate spider silk with patches of candle wax overlay, creating a photorealistic material perfect for high-fidelity projects. The base substrate appears organic, resembling fine fibrous networks of spider silk intertwined with a semi-translucent, slightly glossy candle wax surface. The cobweb strands exhibit a natural sticky and semi-transparent quality that contrasts beautifully with the smooth, waxy patches that feature subtle dripping effects, adding depth and realism to the overall composition. The candle wax elements reflect a softly polished finish with minimal roughness, while the spider silk strands emphasize fine fibrous details with a slight sheen, perfectly capturing their fragile and ethereal nature.
In terms of material composition, the texture simulates an organic fibrous matrix, where the cobweb strands act as microscopic fibers embedded within a thin layer of waxy substance. The wax patches resemble a polymerized blend of candle-derived hydrocarbons, exhibiting low porosity and a smooth surface finish with slight glossiness. This interplay of materials is accurately represented across the PBR channels: the BaseColor (Albedo) maps showcase the subtle off-white and pale yellow hues of the wax combined with the translucent gray-white spider silk fibers; the Normal map enhances the intricate fiber orientation and subtle wax drips; Roughness reflects the smoothness of candle wax contrasted with the slightly rougher, sticky silk strands; Metallic remains near zero to emphasize the non-metallic organic nature; Ambient Occlusion adds realistic shadowing within the fibrous web structure; and the Height/Displacement maps provide depth by accentuating the overlay and dripping wax effects.
Rendered under neutral lighting conditions and designed for seamless tiling without visible shadows or texturing artifacts, this texture is fully optimized and Unreal, Blender, and Unity ready, ensuring easy integration into complex 3D scenes. Its high resolution allows for extreme close-ups and detailed surface interaction, ideal for creating atmospheric Halloween visuals, spooky environments, or any project requiring detailed organic and waxy elements. For best results, it is recommended to carefully adjust the UV scale to maintain the delicate balance between the fine cobweb strands and the larger candle wax patches, and to fine-tune the roughness channel to control the subtle glossiness of the wax overlay, enhancing realism in different lighting scenarios.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
