This seamless 3D texture features a highly detailed geometric pattern of traditional fireplace bricks, arranged in a classic staggered bond. The base material simulates fired clay bricks, characterized by a slightly rough, porous surface with subtle weathering effects such as fine cracks and mortar residue. The bricks exhibit a warm red-brown coloration, enhanced with darker and lighter pigment variations to reflect natural clay firing inconsistencies. The mortar joints between bricks have a slightly recessed form, with a coarse, sandy aggregate appearance that contrasts with the brick faces. The overall substrate captures the tactile quality of aged masonry, with a matte but slightly uneven surface finish that diffuses light realistically.
Complementing the bricks, the texture integrates holiday candle elements composed of waxy candle bodies and glowing flames. The candle wax surface is rendered to imitate a semi-translucent, soft material with subtle surface imperfections like drips and gentle undulations. The wax’s base color ranges from creamy white to warm beige tones, occasionally accented by red and gold glitter flecks that add festive sparkle. The candle flame is depicted with smooth gradient shading, combining emissive qualities with a realistic flickering shape. Surrounding the candles, plush velvet and fabric textures provide a tactile contrast, showing finely woven fibers with a soft sheen and rich red and gold hues enhancing the seasonal atmosphere.
The photorealism is achieved through physically based rendering (PBR) techniques at an 8K resolution, ensuring exceptional detail and sharpness across all material channels. The BaseColor (Albedo) map captures the precise pigment distribution and subtle color shifts in bricks, wax, and fabric. The Normal map defines the micro-geometry of brick roughness, mortar depth, candle wax undulations, and fabric weave. Roughness maps vary accordingly: bricks present moderate roughness with slight glossiness on worn edges, candle wax has low roughness to simulate soft reflections, while velvet fabric shows higher roughness with directional anisotropy. The Metallic map remains near zero, reflecting the non-metallic nature of these organic materials. Ambient Occlusion enhances shading depth in mortar joints, wax crevices, and fabric folds. Height/Displacement maps provide accurate relief for brick edges, wax drips, and fabric pile, contributing to realistic parallax effects.
This texture is fully compatible and optimized for real-time engines such as Unreal Engine and Unity, as well as offline rendering in Blender. Due to its seamless tiling, it can cover extensive surfaces without visible repetition, ideal for virtual fireplaces, holiday scene decorations, or product visualizations requiring warm, cozy lighting. For best results, it’s recommended to adjust UV scaling to maintain brick proportions and fine detail, and to fine-tune roughness values to balance between glossy candle wax and matte brick surfaces. Blending height and normal maps can enhance depth perception, especially when combined with subtle parallax mapping for interactive camera angles.
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.
