Seamless 3d texture pbr 8k clock face and countdown timer with glowing fireworks sparks for new year free download

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

Preview — Seamless 3d texture pbr 8k clock face and countdown timer with glowing fireworks sparks for new year

IDseamless-3d-texture-pbr-8k-clock-face-and-countdown-timer-with-glowing-fireworks-sparks-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a finely detailed clock face and countdown timer set against a dynamic backdrop of glowing fireworks sparks, designed specifically for New Year’s celebrations. The base material resembles a smooth, polished metallic substrate, likely brass or brushed steel, lending a subtle golden sheen that enhances the sense of luxury and festivity. The clock face geometry is composed of concentric circular grooves and engraved numerals, creating a tactile depth that is accurately captured through a high-resolution normal map. The countdown timer elements are inset slightly, with a precise bevel that catches light realistically, while the metallic surface exhibits moderate roughness to soften reflections and add authenticity.

The texture’s composition includes a thin layer of glossy lacquer acting as a binder, protecting the metal surface and intensifying the celebration glow seen in the BaseColor (Albedo) channel. Embedded within this lacquer are fine aggregates mimicking tiny sparkler particles, which appear as delicate sparkle flares and light bursts across the surface. These elements are further emphasized through the emissive channel, simulating the luminous quality of fireworks sparks and sparklers trails, while subtle ambient occlusion enhances the depth around engraved details and recessed timer digits. The height map effectively conveys the relief of the clock’s etched numbers and the layered arrangement of sparks, creating a convincing parallax effect in interactive applications.

The surrounding night sky stars are represented with a finely grained, almost matte finish that contrasts with the polished clock face, imparting a sense of atmospheric depth and distance. This star field uses a low-metallic, high-roughness profile to prevent unwanted reflections, maintaining a natural night sky appearance. The overall surface finish balances metallic shine and diffuse glow, producing a realistic interplay of light and shadow, which the PBR setup captures with precision across all channels—Metallic, Roughness, Normal, Height, and Ambient Occlusion.

Rendered at an impressive 8K resolution, this texture is optimized for seamless tiling without visible repetition, making it highly suitable for detailed 3D scenes in Blender, Unreal Engine, and Unity. To achieve the best visual fidelity, it is recommended to carefully adjust the UV scale to maintain the clarity of fine sparkler trails and clock face details. Additionally, tuning the roughness slightly higher in post-processing can help reduce over-shiny areas under intense lighting, while blending height and normal maps can enhance the perceived depth of the engraved elements and dynamic fireworks effects, creating a more immersive New Year countdown experience.

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.


::contentReference[oaicite:0]{index=0}

AITEXTURED Tools

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