Seamless 3d texture pbr 8k party hats and neon signs with festive ribbons for new year sparkle free download

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

Preview — Seamless 3d texture pbr 8k party hats and neon signs with festive ribbons for new year sparkle

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

This seamless 3D texture in 8K resolution features an intricate arrangement of party hats, neon signs, and festive ribbons, forming a vibrant and dynamic celebration pattern ideal for New Year-themed projects. The base material simulates a composite of lightweight coated paper and flexible plastic, commonly used in real party decorations, providing a slightly glossy yet tactile surface. The party hats exhibit a subtle lamination effect with reflective pigments embedded in the substrate, creating a rich BaseColor channel with vivid reds, blues, and golds that capture the festive palette. The neon signs are represented through emissive color layers within the BaseColor map, enhanced by low Roughness values to mimic the smooth, glowing glass tubes, while metallic elements in the signs’ frames are defined by moderate Metallic channel values, contributing to realistic light reflections and sheen.

Geometrically, the texture pattern is composed of overlapping conical party hats, fluid ribbon curls, and stylized neon tubing arranged in a seamless, repetitive grid. This creates a complex laminated form where the ribbons weave through the hats and signs, adding depth and movement. The Normal map accentuates the fine folds and creases in the ribbons, the embossed ridges along the hats’ brims, and the subtle tubing contours of the neon signs, delivering convincing micro-surface detail and volumetric layering. Height and Displacement maps reinforce the three-dimensional feel by simulating the raised edges of ribbon curls and the recessed neon tubing channels, while Ambient Occlusion enhances shadowing in overlapping areas, emphasizing spatial relationships and surface depth.

The texture’s surface finish balances gloss and subtle roughness to simulate party glitter and sparkle dust effects. The Roughness channel varies across the texture: low values on the neon signs’ glass surfaces produce a sleek holiday glow, while the party hats and ribbons exhibit moderate roughness with sparkling microfacets to replicate particle-like glitter and celebration sparks. The sparkle effect is also supported by the inclusion of scattered high-intensity specular highlights within the Roughness and Metallic maps, which interact dynamically with lighting in real-time renderers. This nuanced approach to surface reflectance ensures the texture performs well under different lighting environments in Blender, Unreal Engine, and Unity, maintaining visual fidelity across platforms.

Designed for seamless tiling, this texture allows consistent repetition without visible seams, making it suitable for large-scale party decoration models, festive digital backgrounds, or environmental assets celebrating New Year events. When integrating this texture, it’s advisable to adjust UV scale carefully to prevent pattern repetition from becoming overly apparent on broad surfaces. Additionally, fine-tuning the Roughness channel can help balance the sparkle effect for specific lighting setups—lower roughness values amplify the holiday glow, while higher values soften the glitter intensity. For enhanced realism, blending the Normal and Height maps through parallax occlusion techniques can provide more pronounced three-dimensional effects on close-up views, especially on ribbons and neon tubing details.

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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