This seamless 3D texture presents a sophisticated blend of satin, velvet, and knit fabrics, designed to evoke a festive Christmas ambiance. The base material combines the smooth, lustrous qualities of satin with the plush, dense pile of velvet, complemented by the intricate interlocking loops characteristic of knit fabric. The overall geometric pattern is a finely woven textile surface where the satin’s sleek weave flows seamlessly into the soft velvet’s slightly raised fibers and the subtle knit’s rhythmic stitch formation, creating a rich tactile depth enhanced by a scattered overlay of glitter dust and a warm glow reminiscent of holiday lights.
The substrate of this texture mimics natural fibers, likely a blend of silk and wool, providing a durable yet flexible foundation. The satin component exhibits a tightly woven weave with minimal porosity, achieved through high-twist silk fibers that reflect light smoothly. Velvet adds a dense pile constructed from tufted fibers that catch light variably, while the knit fabric introduces elasticity and a tactile surface with interlaced yarns forming a delicate mesh. Binders and adhesives are implied through the tight fiber bonding to ensure the fabric’s structural integrity, while the glitter dust suggests fine particulate matter lightly adhered to the surface, enhancing the reflective properties without compromising fabric softness.
The surface finish balances a polished satin sheen with the matte softness of velvet and the textured feel of knit, creating a complex interplay of diffuse and specular reflections. Colorants are rich and deep, featuring traditional Christmas reds and greens subtly blended with metallic gold and silver glitter particles, imparting a festive character. These pigment distributions are carefully captured in the BaseColor (Albedo) channel, while the Normal map defines the intricate weave, pile height, and knit stitch relief, providing realistic light interaction. Roughness values vary smoothly across the fabric, from the low-roughness satin areas producing sharp specular highlights to the higher-roughness velvet and knit zones that scatter light softly. The Metallic channel remains near zero, as the materials are primarily non-metallic, but ambient occlusion enhances shadowing within the fiber interstices, adding depth and realism. The Height/Displacement map subtly accentuates the piled velvet and knit relief, enabling enhanced parallax effects in 3D environments.
Rendered in an ultra-high 8K resolution, this PBR texture is optimized for seamless tiling, ensuring flawless repetition without visible seams when applied to large surfaces. It is fully compatible and ready for use in Blender, Unreal Engine, and Unity, facilitating versatile application across 3D fashion visualizations, holiday-themed textiles, and interior design projects requiring high fidelity and photorealistic fabric representation. For practical use, adjusting the UV scale to a finer grid can emphasize the knit pattern’s intricacies, while tuning roughness parameters can balance the satin’s glossiness against the velvet’s softness. Additionally, blending height and normal maps helps achieve an optimal depth effect without overly pronounced displacement artifacts, maintaining performance and visual quality.
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.
