Seamless 3d texture pbr 8k glitter party hats and ribbons for new year free download

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

Preview — Seamless 3d texture pbr 8k glitter party hats and ribbons for new year

IDseamless-3d-texture-pbr-8k-glitter-party-hats-and-ribbons-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture, rendered at an impressive 8K resolution, showcases a detailed pattern of glittering party hats intertwined with curling festive ribbons, perfectly suited for New Year celebration scenes. The base materials consist primarily of a lightweight, semi-rigid paper substrate for the hats, combined with glossy synthetic ribbons. The paper substrate exhibits a fine grain with subtle fiber inclusions, providing a slightly textured surface that interacts naturally with light. The glitter particles are incorporated as reflective aggregates embedded within a clear adhesive binder, creating a sparkling effect that simulates tiny metallic flakes scattered across the surface. This composition results in a complex, multi-layered material where the paper’s matte finish contrasts with the high-gloss ribbons and the shimmering glitter, enhancing the depth and realism of the pattern.

From a geometric perspective, the texture features a repeating arrangement of conical party hats and flowing ribbons, forming an interlaced pattern that maintains seamless continuity when tiled. The hats themselves show gentle creases and folds, modeled through height and normal maps to convey subtle three-dimensional form without excessive distortion. The ribbons twist and curl with smooth curvature, their edges softly raised to catch highlights. The texture’s porosity is minimal, as the adhesive binder seals the paper fibers and encapsulates the glitter, resulting in a low-porosity surface that minimizes weathering effects. Surface finishes vary: the hats retain a lightly brushed paper texture, while the ribbons and glitter have polished, reflective finishes that contribute to the overall holiday glow.

In terms of PBR channel mapping, the BaseColor (Albedo) captures the vibrant hues of the party hats—rich reds, blues, and golds—and the multicolored ribbons, with pigments embedded in the paper and synthetic fibers. The Normal map defines the subtle folds of the hats and the raised edges of the ribbons, enhancing the perceived depth and curvature. Roughness values are finely tuned to differentiate materials: a higher roughness for the paper hats to reflect diffused light softly, contrasted with low roughness on the ribbons and glitter particles to create sharp specular highlights and sparkle effects. The Metallic channel is selectively used to simulate the reflective properties of the glitter flakes, giving them a metallic luster, while Ambient Occlusion adds shading to accentuate crevices and overlaps between hats and ribbons. The Height/Displacement map provides gentle relief for the creases and curled ribbons, adding dimensionality without excessive geometry.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility with physically based rendering workflows across these platforms. For practical application, it is recommended to carefully adjust the UV scale to maintain the balance between visible detail and pattern repetition, especially on larger surfaces. Additionally, fine-tuning the roughness channel can help achieve the desired sparkle intensity, while blending normal and height maps can enhance the subtle three-dimensionality of the hats and ribbons without creating harsh transitions. This approach enables artists to create immersive, festive environments with authentic holiday glow and celebration sparkles.

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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