This seamless 3D PBR texture is meticulously crafted at an 8K resolution, showcasing a festive composition centered around a classic Christmas stocking rendered in rich red velvet, trimmed with plush faux fur, set atop a pristine snowy ground interspersed with delicate icicles. The primary material, red velvet, is characterized by a dense woven substrate, where fine synthetic fibers are tightly bound with a velvet weave pattern that creates a distinctive soft pile surface. The base color (Albedo) channel captures the deep, saturated crimson hues with subtle variations reflecting the fabric’s natural nap and light scattering. The Normal map emphasizes the velvet’s tactile softness and the gentle undulations of the stocking’s form, while the Roughness map defines the varying surface finishes—matte yet subtly lustrous velvet contrasted against the fluffy, fibrous texture of the faux fur trim.
The faux fur trim presents a complex fibrous aggregation, resembling synthetic wool with a high porosity and a random fiber orientation that adds depth and realism. Its surface finish is soft and matte, achieved through carefully calibrated roughness values that diffuse light without sharp highlights. The snowy ground beneath features a granular crystalline substrate composed of compacted ice granules and snowflakes, with a slightly rough and uneven surface profile. This is represented in the Height and Ambient Occlusion maps, which simulate subtle snow drifts and shadows within the granular texture. The icicles are modeled as translucent crystalline structures with smooth, glossy surfaces, rendered through low roughness and a subtle metallic channel to simulate light reflection and refraction on frozen water. Their normal map captures the gentle curvature and tapering forms typical of hanging icicles.
The texture’s surface finish is varied and realistic, combining soft textiles and natural icy elements, making it ideal for photorealistic rendering in Blender, Unreal Engine, and Unity. The Height and Displacement maps effectively convey the depth of the snowy terrain and the plush volume of the stocking, while the Ambient Occlusion enhances the perception of shadows in crevices, such as between the fur fibers and folds of velvet. The Metallic channel remains near zero for all organic materials, ensuring accurate light absorption and diffuse reflection typical of fabric and snow, with minor adjustments for the icicles to simulate subtle specular reflections.
For optimal use, it is recommended to carefully adjust the UV scale to maintain the fine detail of the velvet pile and snow granularity without pixelation. Additionally, tuning the roughness map can help balance the contrast between the soft velvet and the glossy icicles, allowing for greater control of light interaction and realism. Blending the normal and height maps subtly can further enhance the perception of depth in close-up renders, making this texture a versatile choice for detailed holiday-themed 3D scenes and virtual decorations requiring high fidelity and seasonal atmosphere.
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.
