Seamless 3d texture pbr 8k glowing lanterns and festive lights sparkle effect for new year free download

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

Preview — Seamless 3d texture pbr 8k glowing lanterns and festive lights sparkle effect for new year

IDseamless-3d-texture-pbr-8k-glowing-lanterns-and-festive-lights-sparkle-effect-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, features a richly detailed pattern of glowing lanterns intertwined with festive lights and delicate sparkle effects, perfectly suited for New Year celebrations. The base material mimics a fine woven fabric substrate, reminiscent of traditional silk or linen, providing a subtle texture that supports the luminous elements without overpowering them. The fabric’s weave structure is visible through the BaseColor (Albedo) map, which displays warm hues of deep reds, golds, and soft ambers, evoking a cozy holiday glow. Embedded within this textile base are the intricate geometric forms of lantern shapes and light bulbs, appearing as gently embossed motifs enhanced through the Normal and Height maps to create a convincing three-dimensional relief effect.

The glowing lanterns and festive lights are represented using layered materials that simulate translucent glass and polished metal components. The metallic parts, such as lantern frames and wire fixtures, are defined in the Metallic channel with mid to high values, reflecting subtle reflections consistent with brass or copper finishes. The Roughness map varies across the texture, rendering the lantern glass surfaces with a low roughness for a smooth, glossy appearance, while the fabric areas have a higher roughness to maintain a matte, tactile feel. Sparkle effects and celebration sparkles are integrated as tiny reflective particles scattered over the surface, contributing to a delicate party glitter effect. These elements are visually enhanced by the Ambient Occlusion map, which adds soft shadows in crevices and around light sources, increasing depth and realism.

The overall composition balances porosity and surface finish; the fabric substrate exhibits slight natural irregularities and a brushed texture to suggest wear and tactile softness, whereas the lanterns’ glass is polished and slightly frosted to diffuse light elegantly. Colorants in the texture use warm pigments that create a harmonious palette of glowing yellows, oranges, and subtle reds, emphasizing the holiday glow. The Height map supports fine elevation differences between fabric weave and decorative elements, allowing for effective parallax mapping or displacement in rendering engines. This makes the texture highly versatile for photorealistic applications in Blender, Unreal Engine, and Unity, where lighting and shader setups can maximize the sparkle dust and twinkling lights effects.

For practical use, it is recommended to carefully adjust the UV scale to maintain the intricate detail of the lanterns and sparkle effects without pixelation or blurring. Additionally, fine-tuning the roughness channel can help balance reflections between the fabric and metallic/glass components depending on scene lighting. Blending height and normal maps thoughtfully can enhance the perceived depth of the lanterns and lights, improving immersion in close-up views or dynamic environments. This texture is optimized for seamless tiling, ensuring smooth repetition across large surfaces without visible seams, making it ideal for creating inviting, festive atmospheres in digital scenes and interactive experiences.

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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