Seamless 3d texture pbr 8k sparkling ribbons and party popper with celebration spark for new year free download

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

Preview — Seamless 3d texture pbr 8k sparkling ribbons and party popper with celebration spark for new year

IDseamless-3d-texture-pbr-8k-sparkling-ribbons-and-party-popper-with-celebration-spark-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an intricate composition of sparkling ribbons intertwined with vivid party popper elements and celebration sparks, all rendered in an impressive 8K resolution. The base material simulates lightweight, glossy synthetic fabrics—such as satin or polyester—commonly used for festive ribbons, combined with metallic foil and paper components typical of party poppers. These materials exhibit a fine balance of smooth, reflective surfaces alongside subtle fibrous textures, creating a dynamic interplay between sheen and tactile detail. The geometric form is characterized by flowing, curved ribbon shapes layered atop a slightly crumpled substrate, producing a lively pattern that mimics the natural folds and twists of real ribbons interspersed with angular party popper shards and sparkling dust particles.

The underlying substrate acts as a flexible, semi-transparent polymer film, enhanced with microfibers that contribute to the fabric’s durability and slight translucency. Adhesive binders hold the fibrous structure together, while embedded metallic flakes and glitter particles serve as the primary aggregates, adding complexity to the surface reflectivity. The texture’s porosity is minimal, reflecting the compact weave and tight bonding of fibers, yet small creases and crimps introduce micro-variations that catch light differently across the surface. The finish is predominantly polished with high gloss areas on the ribbon surfaces, contrasted by matte, slightly rougher finishes on the paper elements of the party poppers. Rich pigments ranging from deep reds and golds to iridescent blues and silvers are distributed unevenly, simulating the natural variation found in party decorations and enhancing the visual sparkle effect.

In terms of PBR mapping, the BaseColor (Albedo) channel captures the vivid hues and subtle color gradients inherent to the ribbons and popper paper, while the Normal map emphasizes the fine folds, creases, and particle relief to add depth and realism. Roughness maps differentiate between the highly reflective satin ribbons and the more diffuse party glitter, enabling nuanced light interaction. The Metallic channel highlights the foil flakes and party popper shards, contributing a convincing metal-like shine. Ambient Occlusion enhances the perception of depth in crevices and overlaps where ribbons twist or party poppers cluster. Height or Displacement maps reproduce the subtle elevation changes caused by ribbon curls and sparkling dust accumulation, delivering a tactile sense of volume and texture.

This texture is optimized for real-time rendering engines and digital content creation platforms such as Blender, Unreal Engine, and Unity, ensuring smooth integration and high fidelity visuals across diverse projects. When applying this material, it is advisable to carefully adjust the UV scale to maintain the ribbon’s natural proportions and prevent distortion. Additionally, fine-tuning the roughness parameter can help balance the glossy and matte areas to suit different lighting environments. For enhanced realism, blending the height map with normal details can simulate the delicate sparkle dust and celebration sparks more effectively, adding dynamic highlights that respond well to scene illumination.

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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