Seamless 3d texture pbr 8k sparkling sparklers and sparkler light party confetti for new year free download

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

Preview — Seamless 3d texture pbr 8k sparkling sparklers and sparkler light party confetti for new year

IDseamless-3d-texture-pbr-8k-sparkling-sparklers-and-sparkler-light-party-confetti-for-new-year
New Year
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a richly detailed composition of sparklers and party confetti designed for New Year celebrations, rendered at an impressive 8K resolution suitable for high-end visualization in Blender, Unreal Engine, and Unity. The base material mimics delicate metallic wire sparklers, characterized by slender cylindrical forms with fine crystalline deposits that generate the distinctive sparkle effect. The geometric pattern is complex yet naturally chaotic, comprising intertwined sparkler trails and scattered confetti pieces, creating a lively and dynamic surface that repeats seamlessly without visible borders.

The substrate primarily consists of thin metal filaments, represented in the PBR texture by a metallic channel emphasizing their reflective properties and slight oxidation. These filaments are coated with a binder layer that simulates the combustible chemical compounds responsible for the sparkling bursts, portrayed through subtle variations in roughness and a slightly uneven surface finish. Tiny glittering aggregates resembling crystalline sparkler dust are embedded across the surface, introducing microfacet details and enhancing light scattering. The confetti elements are flat, irregular polygons with a smooth, semi-reflective coating, colored with vibrant pigments to add contrast and festivity.

The texture’s PBR channels are carefully mapped to replicate this complex interplay of materials. The BaseColor channel features a palette of warm metallic silvers and golds interspersed with bright multicolored confetti fragments. The Normal map captures the fine ridges and bumps of the sparkler wire and the slight embossing of confetti edges, contributing to realistic light interaction. Roughness varies across the surface, with lower roughness on the metallic wires to simulate polished metal and higher roughness on the sparkler dust particles for diffuse reflection. The Metallic channel highlights the conductive properties of the wire, while Ambient Occlusion defines subtle shadowing in crevices between sparkler filaments and confetti layers. Height and Displacement maps add depth by accentuating the raised sparkler tips and the layered confetti, enhancing realism in close-up renders.

Due to its high resolution and detailed material definition, this texture performs exceptionally well in close-up shots and dynamic lighting conditions. A practical tip for optimal use is to adjust the UV scale to maintain the sharpness of sparkler details without distortion and to fine-tune roughness values to balance between shiny metal and matte confetti surfaces. Additionally, blending height and normal maps can enhance the perception of depth and surface irregularities, especially when rendered with parallax occlusion mapping in real-time engines.

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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