Seamless 3d texture pbr 8k forget me not flower bouquet flower petals closeup photorealistic free download

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

Preview — Seamless 3d texture pbr 8k forget me not flower bouquet flower petals closeup photorealistic

IDseamless-3d-texture-pbr-8k-forget-me-not-flower-bouquet-flower-petals-closeup-photorealistic
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously detailed portrayal of a forget me not flower bouquet, focusing on the intricate geometry and materials of the flower petals in a closeup view. The base material mimics the delicate, thin cellulose fibers of the petals, rendered with subtle translucency and a soft, slightly velvety surface finish. The petals themselves exhibit fine veining and gentle curvature, creating a natural undulating form that captures their organic structure. The flower stamens add a contrasting texture with their slender filaments and rounded anthers, contributing to the overall complexity of the pattern. Shadows and highlights are carefully balanced to emphasize the depth and volume of the floral elements, while maintaining a photorealistic appearance suitable for high-fidelity rendering.*

The texture’s composition can be understood as a layered arrangement where the base substrate represents the soft petal membrane, lightly supported by microscopic fibrous networks that influence the surface roughness and translucency. The binder effect is simulated through subtle color gradients and micro-variations in pigment density, replicating the natural pigment distribution found in forget me not petals. The colorants predominantly include soft blues and gentle whites with hints of yellow at the floral centers, achieved through precise BaseColor (Albedo) channel data. Porosity is minimal but perceptible, allowing for slight light diffusion that enhances realism without compromising surface smoothness. The surface finish is a semi-matte sheen, represented in the Roughness map, allowing soft reflections rather than a glossy shine.*

Physically Based Rendering (PBR) channels are optimized for realistic interaction with light and environment. The Normal map captures the fine veining and subtle petal undulations, providing depth and tactile detail. The Roughness map controls the soft scattering of light, preventing excessive gloss while maintaining a natural fabric-like feel. Metallic content is negligible, as the organic petals lack metallic properties, so this channel is kept at zero. Ambient Occlusion enhances the depth in crevices between petals and stamens, emphasizing shadows and layering. The Height/Displacement map adds micro-relief details, giving the perception of fragile petal edges and stamens’ protrusions, which is especially effective when used with parallax or tessellation techniques.*

Rendered at an impressive 8K resolution, this texture is fully compatible and ready for use in Blender, Unreal Engine, and Unity, ensuring high-quality visuals across various 3D workflows. The seamless tiling capability allows for continuous, repeating floral patterns without visible seams, ideal for large-scale surfaces or detailed closeups. For practical implementation, it is recommended to adjust the UV scale carefully to maintain the natural size of the forget me not petals, avoiding unnatural stretching. Additionally, fine-tuning the Roughness map can help achieve the desired balance between softness and definition, while blending Height and Normal maps enhances the volumetric realism of the flower stamens and petal edges.*

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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.