This seamless 3D PBR texture at 8K resolution intricately combines the rich materials and forms synonymous with festive Christmas decorations. The base substrate simulates a natural evergreen garland, composed of densely packed pine needles rendered with fine fibrous detail. These needles exhibit subtle porosity and a slightly rough surface finish, capturing the organic complexity of conifer foliage. Interwoven throughout the garland are vivid winter berries, modeled as small spherical aggregates with a semi-glossy, slightly textured skin surface that mimics natural fruit. The berries’ colors range from deep reds to muted purples, created through layered pigments within the BaseColor (Albedo) map, enhancing their photorealistic appearance.
Complementing the natural elements, the texture features polished, glossy baubles in traditional holiday colors—shiny red and green spheres with a smooth, reflective surface finish that contrasts effectively with the matte garland. These baubles are crafted from a metallic substrate with a highly reflective coating, simulated through a low Roughness map value and a subtle Metallic channel influence to emphasize their reflective nature. The baubles’ curvature and fine highlights are accurately captured in the Normal and Height maps, adding depth and realism without distortion when tiled seamlessly. The Ambient Occlusion channel enhances shadow details around the baubles and berries, reinforcing the 3D effect and spatial relationships between elements.
The overall geometric pattern of this texture is a complex, intertwined garland form, which repeats seamlessly in both horizontal and vertical directions. The natural arrangement of pine needles, clustered berries, and spherical baubles creates a dynamic yet balanced composition. The Height/Displacement map is finely tuned to represent the subtle relief differences between the flat pine needles and the raised spherical forms of berries and baubles, providing convincing parallax effects in supported rendering engines.
Designed for full compatibility with Blender, Unreal Engine, and Unity, this texture supports detailed surface interactions across all PBR channels, ensuring material realism under varied lighting conditions. For optimal usage, it is recommended to adjust the UV scale to prevent repetition artifacts in large scenes and to fine-tune the Roughness map to balance reflectivity according to specific lighting environments. Additionally, blending the Normal and Height maps delicately can enhance the perceived depth without overloading rendering performance, making this texture ideal for high-fidelity holiday-themed assets and immersive digital environments.
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.
