This seamless 3D texture masterfully combines the intricate forms of a berry wreath, evergreen foliage, and snowy accents with the rugged, natural grain of sleigh wood, producing a richly detailed surface ideal for Christmas-themed projects. The primary material foundation consists of intertwined pine and birch bark elements forming the wreath structure, enhanced by clusters of vibrant red berries and snow-dusted evergreen needles. These organic components are composed of fibrous wood substrates bound together with natural twine wrapping, creating a woven, circular pattern characteristic of traditional holiday wreaths. The wood surfaces exhibit subtle weathering and gentle porosity, reflecting natural bark textures with fine cracks and layered grain, while the snow introduces a soft, irregular overlay with a lightly roughened crystalline surface.
Rendered in physically based rendering (PBR) at an impressive 8K resolution, this texture delivers exceptional detail across all material channels. The BaseColor (Albedo) map captures the warm, earthy tones of dark sleigh wood with reddish undertones, the deep greens of the evergreen needles, and the bright scarlet of the berries, balanced by the cold white highlights of snow. The Normal map emphasizes the complex topography of bark ridges, twine fibers, and berry surfaces, enhancing the realistic depth and tactile quality. Roughness values vary naturally across the texture to simulate the contrast between the smooth, polished wood patches and the matte, porous bark and snow-covered regions, while the Metallic channel remains minimal, as the materials are predominantly organic. Ambient Occlusion subtly enhances the shadowed crevices within the wreath’s woven structure, and the Height/Displacement map provides fine relief details that enable effective parallax effects or displacement in 3D environments.
Designed for seamless tiling, this texture integrates flawlessly over large surfaces without visible repetition, making it highly versatile for use in Blender, Unreal Engine, and Unity workflows. Its geometric form is primarily circular and woven, reflecting the natural assembly of wreath components, with layering that supports realistic depth perception and shadow interplay in real-time rendering engines or offline renders. The surface finish balances between matte bark and semi-glossy wood, with snow adding a subtle diffuse scattering effect that further enhances realism under varied lighting conditions.
For optimal results, it is advisable to adjust the UV scale to maintain the natural size of individual berries and twine fibers, ensuring the texture’s fine details are preserved without distortion. Additionally, fine-tuning the roughness channel can help to emphasize the contrast between the slick wood surfaces and the powdery snow, while blending the Height and Normal maps can create more convincing parallax effects, particularly on wreath edges and berry clusters. This careful manipulation ensures the texture’s rich material complexity translates effectively in diverse 3D scenes, from close-up visualizations to background environmental assets.
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.
