Seamless 3d texture pbr 8k gardenia flower flower petals closeup flower arrangement photorealistic free download

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

Preview — Seamless 3d texture pbr 8k gardenia flower flower petals closeup flower arrangement photorealistic

IDseamless-3d-texture-pbr-8k-gardenia-flower-flower-petals-closeup-flower-arrangement-photorealistic
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a highly detailed representation of gardenia flowers, focusing on the delicate form and material complexity of their petals and stamens. The base material mimics the natural, soft, and slightly waxy surface of gardenia petals, composed of thin, translucent cellular layers that create subtle light diffusion and gentle translucency. The texture captures the intricate veining pattern of the petals, where fine fibrous veins run throughout the creamy white substrate, adding realistic depth and organic variation. These veins serve as natural reinforcements within the petal structure, subtly influencing the surface roughness and normal details, which are essential in achieving photorealistic shading under varied lighting conditions.

The geometry implied by the texture is a smooth, slightly curved floral form with natural undulations and overlapping petal arrangements, typical of gardenia blossoms. The stamens are delicately raised, with a finer grain and slightly different coloration, contributing to the overall complexity of the flower arrangement. The surface finish is softly matte with minimal specular highlights, reflecting the petals’ natural velvety texture combined with occasional glossy accents at the edges and veins where moisture or wax deposits accumulate. The seamless design ensures that this pattern can tile infinitely without visible repetition or breaks, making it ideal for large-scale botanical scenes or detailed closeups.

From a PBR workflow perspective, the BaseColor (Albedo) channel accurately reproduces the subtle cream and pale greenish hues of the petals and stamens, with natural gradients and soft highlights. The Normal map encodes the fine veins and gentle curvature of petals, enhancing the tactile feel of the surface. Roughness is carefully balanced to reflect the soft, diffusive quality of the petals, with slightly lower roughness along the veins and stamen tips to simulate natural sheen variations. Metallic values remain near zero, consistent with organic plant material. Ambient Occlusion enhances shadowed areas between overlapping petals and stamens, increasing depth perception. The Height/Displacement map accentuates the subtle relief of veins and petal edges, adding dimensionality when used with parallax or tessellation techniques.

Rendered at 8K resolution, this texture provides exceptional detail suitable for high-fidelity projects in Blender, Unreal Engine, and Unity, allowing artists to achieve close-up photorealism without loss of quality. For practical use, it is recommended to carefully adjust UV scale to maintain the natural proportion of petal details, and to fine-tune roughness levels to match specific lighting scenarios. Blending height and normal maps can enhance surface complexity, especially in animation or real-time visualization, ensuring the gardenia petals retain their lifelike appearance across diverse environments.

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.