Seamless 3d texture pbr 8k gold foil metallic confetti and ribbons for new year celebrations free download

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

Preview — Seamless 3d texture pbr 8k gold foil metallic confetti and ribbons for new year celebrations

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

This seamless 3D texture presents a highly detailed gold foil metallic confetti and festive ribbons pattern, designed specifically for New Year celebration themes. The base material mimics thin, reflective gold foil sheets, layered atop a subtle fabric or paper substrate that forms the background. The gold foil exhibits a polished, slightly crinkled surface with microfolds and creases, creating an intricate interplay of light and shadow. Interspersed throughout are slender ribbons with a smooth satin finish, exhibiting gentle curves and twists that add dynamic geometry to the composition. The confetti pieces are small, irregularly shaped metallic flakes with a slightly convex form, enhancing the sense of depth and realism. Sparkle dust particles scattered across the surface simulate fine reflective grains, introducing a delicate shimmer effect that catches light from multiple angles.

From a materials standpoint, the gold foil layer is characterized by a high metallic value and low roughness in the PBR shader setup, resulting in a lustrous and mirror-like reflectivity that varies subtly due to surface imperfections. The ribbon elements incorporate slightly higher roughness and a smooth diffuse color, simulating woven fibers with a satin sheen. The confetti flakes contribute additional metallic highlights with sharp specular reflections. The texture’s substrate beneath these elements has a muted base color with minimal metallic influence and moderate roughness, providing visual contrast. The normal map captures the fine relief of foil wrinkles, ribbon folds, and confetti curvature, enhancing the tactile quality. Ambient occlusion intensifies shadowing in recessed areas between folds and overlapping pieces, while height/displacement maps define the layered relief of foil creases and ribbon edges, creating convincing depth and dimensionality.

Color wise, the texture employs rich gold pigments for the foil, ranging from deep yellow gold to lighter champagne tones, enriched by subtle variations introduced through simulated oxidation and wear patterns. Ribbons are rendered in complementary festive colors with soft gradients and a slight translucency effect, suggesting thin dyed fabric. The sparkle dust is represented by tiny white and pale yellow highlights with a scattered distribution, reinforcing the celebratory sparkle effect. All these visual details are encoded in the BaseColor (Albedo) and enhanced through fine-tuned Metallic and Roughness channels, ensuring realistic light interaction under various lighting conditions.

Rendered at an impressive 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, providing exceptional clarity and detail even on close-up views. It tiles seamlessly, allowing for flexible application on large surfaces without visible repetition artifacts. For practical use, adjusting the UV scale can help maintain the appropriate density of confetti and ribbons relative to the scene scale, while fine-tuning roughness values can balance the glossiness to suit different lighting environments. Additionally, blending height or parallax maps with normals can enhance the perception of depth on flat surfaces, especially when viewed at grazing angles, making the festive elements pop visually in interactive or rendered contexts.

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}

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