This seamless 3D PBR texture at an impressive 8K resolution meticulously replicates the intricate surface of intertwined Christmas tree branches, holly leaves, red berries, and delicate snowflakes. The underlying material is a composite organic substrate resembling natural coniferous needles and broadleaf holly foliage, featuring a fibrous and slightly waxy surface typical of evergreen plants. The geometric form is a dense, overlapping mesh of slender pine needles and sharply veined holly leaves, with clusters of spherical berries interspersed throughout. The snowflakes appear as a fine crystalline overlay settled gently on the foliage, contributing subtle height variation and a translucent frost effect. This combination creates a richly detailed and volumetric pattern that is both seamless and tileable, ideal for wrapping complex 3D models or environments.
At the material level, the base color (albedo) channel captures vibrant greens of the pine needles and holly leaves, punctuated by deep red pigments in the berries and cool whites from the snowflake deposits. The normal map emphasizes the fibrous texture of the needles and the raised veins of the holly leaves, as well as the rounded silhouette of the berries, providing pronounced depth and tactile realism without harsh edges. Roughness values vary naturally: the waxy leaves and berries feature a moderately low roughness for subtle specular highlights, while the snowflakes and needle clusters exhibit higher roughness to simulate matte frost and natural surface irregularities. The metallic channel remains near zero, reflecting the organic, non-metallic nature of the materials. Ambient occlusion enhances shadowed crevices where branches and leaves overlap, adding contrast and dimensionality. Height and displacement maps finely define the micro-relief of the needles and the soft layering of snow, allowing for realistic parallax effects and surface detail amplification.
This texture’s seamless tiling and ultra-high 8K resolution ensure it maintains crisp detail and photorealistic quality even on large-scale surfaces or close-up renders. It is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, providing artists and developers with a versatile resource for creating immersive winter or holiday scenes. The consistent PBR workflow guarantees accurate interaction with dynamic lighting and environment reflections, enhancing visual believability across diverse rendering platforms.
For practical application, it is recommended to carefully adjust the UV scale to balance detail density, especially on large objects, to avoid visual repetition or texture stretching. Fine-tuning the roughness channel can help achieve the desired balance between frosty matte snowflakes and the slightly glossy evergreen foliage. Additionally, blending the height and normal maps with subtle parallax occlusion mapping can elevate the perceived surface complexity, making the snowy branches and holly berries stand out convincingly in interactive or cinematic visuals.
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.
