Seamless 3d texture pbr 8k silver foil metallic confetti and party popper sparkle effect for new year free download

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

Preview — Seamless 3d texture pbr 8k silver foil metallic confetti and party popper sparkle effect for new year

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

This seamless 3D texture presents a meticulously crafted silver foil metallic confetti pattern interspersed with party popper shapes and lively sparkle effects, designed specifically for festive New Year scenes. The base material simulates a thin, reflective silver foil substrate, characterized by a smooth yet subtly crinkled surface that mimics the natural folds and creases of real metallic wrapping paper. Embedded within this foil are scattered metallic confetti pieces shaped as small geometric shards and circular flakes, producing a dynamic tessellation that enhances visual interest. The texture incorporates festive ribbons with delicate curvature, adding a layered form that appears to gently twist and curl, contributing to an organic complexity in the overall pattern.

From a material composition standpoint, the silver foil acts as the primary substrate, exhibiting a high metallic content reflected in the PBR Metallic channel. This foil substrate is modeled to have a near-polished finish with slight micro-textural imperfections that introduce subtle roughness variations across the surface, captured in the Roughness map. The confetti and party popper elements utilize a blend of fine particulate binders and thin adhesive films that simulate the layered accumulation of sparkle dust and celebration sparks, creating a nuanced interplay between glossy highlights and matte regions. The texture’s porosity is minimal, with the surface demonstrating a dense, continuous metallic sheet punctuated by fine creases and tiny embossments, which are effectively represented in the Height and Normal maps to convey depth and relief without compromising seamless tiling.

Color-wise, the BaseColor (Albedo) channel focuses on a reflective silver tone with subtle gradients to capture light interactions on the metallic foil and confetti edges. Sparkle dust and party glitter are rendered through specular highlights and bright accent points, enhancing the festive sparkle effect. Ambient Occlusion maps emphasize the subtle shadows around the creases and overlapping ribbons, lending realism to the texture's layered geometry. The Height/Displacement maps define the raised folds and embossed party popper details, enabling parallax and displacement effects in rendering engines. The texture’s high resolution at 8K ensures crisp detail preservation, making it suitable for close-up renders in Blender, Unreal Engine, and Unity, where precision and photorealism are paramount.

For practical application, it is recommended to carefully adjust the UV scale to maintain natural proportions of the confetti and ribbons in relation to the 3D model. Additionally, fine-tuning the Roughness map can help balance the reflective qualities, allowing the silver foil to shine without overwhelming glare. When integrating the height data, blending it with normal maps can yield enhanced surface intricacies while avoiding excessive displacement artifacts. This attention to detail ensures the texture performs optimally across different lighting conditions and rendering environments, making it a versatile asset for digital celebrations, party-themed scenes, or decorative elements requiring high-quality metallic finishes.

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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