This seamless 3D PBR texture presents a richly detailed Christmas garland composed primarily of natural pine needles, interwoven with red and green plaid fabric ribbons. The base material consists of densely packed pine branch substrates, featuring fine, elongated needles with subtle curvature and natural vein patterns. These organic elements exhibit a slightly rough, fibrous surface finish typical of coniferous foliage, enhanced by a delicate layer of frost crystals that add crystalline texture and light refraction. The plaid ribbons are woven textiles with a soft, fibrous surface, showing tightly knit yarns dyed in traditional red and green patterns. The fabric’s weave structure is clearly visible, adding geometric complexity that contrasts with the irregular pine needles. Snow deposits form a powdery, porous coating, softening edges and introducing micro-variation in surface roughness and height detail.
In terms of material composition, the pine needles act as the primary substrate with a natural cellulose fiber network, bound loosely by resinous compounds inherent to the pine. The frost crystals simulate thin ice formations with low diffuse reflectance but high specular highlights, mimicking tiny frozen water droplets adhered to the foliage. The plaid ribbons are composed of cotton or wool fibers, dyed with organic pigments to achieve the vibrant red and green hues. These textile fibers exhibit moderate porosity and matte finishes with minor specular response due to fiber surface irregularities. The snow layer is modeled as a fine aggregate of ice granules, exhibiting high roughness and subtle translucency, contributing to ambient occlusion and height variations.
Mapped to physically based rendering channels, the BaseColor (Albedo) captures the vivid reds and greens of the plaid alongside the deep, natural greens of the pine needles and the soft white of snow. The Normal map emphasizes the intricate weave of the fabric, the sharp needle tips, and the crystalline frost formations, providing pronounced relief and depth. Roughness values vary spatially, with smoother, slightly glossy frost crystals, moderately rough pine needles, and a matte, fibrous textile surface. The Metallic channel remains near zero, reflecting the non-metallic nature of the organic and fabric materials. Ambient Occlusion enhances shadowing within the dense foliage and fabric folds, while the Height/Displacement map provides measurable relief for the needles, ribbon textures, and snow accumulations, allowing for realistic parallax effects.
Rendered at an 8K resolution, this texture ensures exceptional clarity and detail when applied to 3D models, making it suitable for high-end visualization in Blender, Unreal Engine, and Unity. The seamless tileability allows for continuous, artifact-free coverage over large surfaces, ideal for digital holiday decorations or immersive virtual environments. For practical use, adjusting the UV scale to match the model’s dimensions is recommended to maintain realistic proportions of the plaid pattern and pine needles. Additionally, fine-tuning the roughness to balance between soft fabric matte and crisp frost gloss enhances visual realism. Combining displacement with normal mapping will yield a convincing three-dimensional appearance without excessive computational cost.
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.
