Seamless 3d texture pbr 8k champagne bubbles closeup sparkling celebration for new year free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k champagne bubbles closeup sparkling celebration for new year

IDseamless-3d-texture-pbr-8k-champagne-bubbles-closeup-sparkling-celebration-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a highly detailed closeup view of champagne bubbles, meticulously crafted to replicate the intricate materials and forms found in celebratory glassware filled with sparkling champagne. The base material simulates a transparent glass substrate, characterized by its smooth, polished finish and subtle micro-scratches that add realism without detracting from clarity. Embedded within the glass are countless spherical gas bubbles, varying slightly in size and distribution to mimic natural effervescence. These bubbles create a dynamic pattern of convex shapes with glossy surfaces, generating complex light reflections and refractions typical of champagne. The texture captures the interplay of light as it interacts with both the transparent glass and the semi-translucent gas pockets, producing a celebration glow accented by sparkle flares and festive highlights reminiscent of sparklers and party poppers.

From a materials perspective, the texture’s composition includes a glass-like substrate with high specular reflection and low roughness, enabling sharp light reflections and a polished appearance. The bubbles themselves act as micro-lenses within the glass, contributing to ambient occlusion effects that enhance depth and realism. The PBR workflow maps these properties across several channels: the BaseColor (Albedo) channel is nearly transparent with subtle pale gold tinting to evoke champagne’s warm hue. The Normal map encodes the convex geometry of the bubbles and the slight surface imperfections of the glass. Roughness is finely tuned to low values on the glass and bubbles, allowing crisp reflections, while the Metallic channel is minimal, reflecting the non-metallic nature of both glass and liquid. Ambient Occlusion intensifies the visual depth around bubble edges, and the Height/Displacement map subtly models the curvature and elevation variance of bubbles to assist in parallax effects.

Rendered at an ultra-high 8K resolution, this texture provides exceptional detail, capturing the smallest light flares and the delicate shimmer of champagne’s surface sparkle. It is optimized for use in modern 3D engines such as Blender, Unreal Engine, and Unity, ensuring seamless integration and photorealistic rendering in both real-time and offline workflows. The seamless tiling allows for continuous application across large surfaces without visible repetition, making it ideal for modeling realistic champagne glasses, bottles, or festive environmental elements in party scenes celebrating the New Year.

For practical usage, it is recommended to adjust the UV scale carefully to maintain the natural size and distribution of bubbles without distortion. Additionally, fine-tuning the roughness values can help control the intensity of reflections and sparkle flares to match specific lighting conditions. When working with displacement or parallax mapping, blending the height map subtly with the normal map ensures smooth transitions and avoids harsh geometric artifacts, enhancing the overall realism of the bubbly champagne surface.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


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