This seamless 3D texture captures the intricate details of Christmas lights wire intertwined with twinkling star-shaped ornaments and shiny gold baubles, rendered at an impressive 8K resolution. The base material primarily consists of fine gauge copper wire coated with a smooth, translucent polymer insulation that provides both electrical safety and subtle gloss. Wrapped around this wire are miniature glass bulbs shaped as stars and traditional round ornaments, each exhibiting a highly polished surface finish that reflects ambient light realistically. The glass baubles are enriched with metallic gold pigments, giving them a luminous, reflective quality that contrasts elegantly with the warm glow emitted by the tiny LED filaments inside. The composition evokes a festive plaid-like arrangement of lights and ornaments, creating a repeating pattern that is both organic in form yet seamless in its tiling capabilities.
The texture’s substrate is modeled to reflect the physical layering of materials: the copper wire’s metallic base is defined with a low roughness and high metallic value in the PBR workflow, while the polymer coating introduces a slightly higher roughness to diffuse highlights softly. The glass ornaments incorporate highly reflective, smooth surfaces with minimal roughness, alongside subtle normal map details that simulate tiny imperfections and curvature, enhancing their realism. The twinkling stars incorporate emissive properties mapped to specific regions, simulating the light emission of LEDs, while subtle height and displacement maps add depth by emphasizing the wire’s twist and the ornaments’ rounded geometry. Ambient occlusion is carefully applied to convey natural shadows where wires overlap or ornaments connect, increasing the perception of depth and spatial complexity.
The BaseColor channel features a rich palette of warm metallic golds, translucent glass blues, and festive reds, achieved through carefully calibrated pigments that maintain vibrancy under various lighting conditions. The Normal map accentuates the fine details of the wire’s braided texture and the embossed star patterns on the ornaments, while the Roughness map varies dynamically to represent the contrast between the shiny, smooth surfaces of the glass baubles and the matte finish of the polymer-coated wire. The Metallic channel highlights the copper wire and gold stars, ensuring realistic light interaction typical of metallic objects. Height maps contribute subtle relief, enhancing tactile realism in close-up renders, especially beneficial for high-fidelity scenes.
Designed for seamless tiling, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows that require precise material definitions. When applying this texture, adjusting the UV scale to maintain the delicate balance between wire thickness and ornament size is recommended to preserve visual clarity. Additionally, fine-tuning the roughness values can help simulate different lighting environments—lower roughness for bright, indoor holiday scenes to increase reflectivity, or higher roughness for outdoor, diffused lighting conditions. Incorporating normal and height map blending can further enhance the three-dimensional feel of the wire and ornament surfaces, making this texture a versatile asset for immersive festive visualizations and digital decoration projects.
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.
