This seamless 3D texture features a luxurious midnight blue velvet ribbon characterized by a smooth satin shine finish that beautifully captures the essence of fine textile materials. The base substrate resembles a dense organic fiber weave typical of high-quality velvet, with soft, densely packed fibers bound by a polymeric binder that lends the ribbon its plush, tactile softness. The surface is enhanced with a transparent satin varnish layer that creates subtle glossy highlights, simulating the delicate interplay of holiday light reflections on the fabric’s surface. The deep midnight blue color is achieved through rich pigment dyes that permeate the fibers, ensuring consistent and vibrant coloration throughout the material. Fine micro-variations in fiber orientation and weave density add natural irregularities, contributing to a realistic tactile appearance and preventing visual repetition in tiled applications.
From a PBR perspective, the BaseColor channel carries the rich, deep midnight blue hue with subtle shifts in saturation reflecting fiber density and dye absorption patterns. The Normal map encodes the fine velvet fiber directionality and weave texture, providing realistic light scattering and surface detail. Roughness values are carefully calibrated to balance the soft velvet matte areas against the smooth satin varnish’s delicate shine, allowing light to reflect softly rather than harshly. The Metallic channel remains near zero, as the ribbon’s organic composition lacks metallic elements, while the Ambient Occlusion map enhances the perception of fiber depth and weave overlaps by simulating subtle shadowing in crevices. Height and Displacement maps capture the gentle relief of the velvet’s fibrous surface and the satin finish’s varnish thickness, adding convincing depth and dimensionality during rendering.
Rendered at an ultra-high 8K resolution, this texture is fully optimized for seamless tiling, ensuring flawless repetition in large-scale digital projects without visible seams or distortions. It is Unreal Engine, Blender, and Unity ready, making integration straightforward for artists and developers seeking photorealistic fabric simulations or festive decoration assets. For practical use, adjusting the UV scale to maintain the fine fiber detail when applied to 3D models will preserve the natural softness and tactile quality of the velvet ribbon. Additionally, fine-tuning the roughness parameter in shader settings can help emphasize the satin shine effect under varying lighting conditions, enhancing the holiday glow and festive ambiance in your scenes.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
