Seamless 3d texture pbr 8k of bright marigold heads showing natural flower texture and vibrant color variations free download

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

Preview — Seamless 3d texture pbr 8k of bright marigold heads showing natural flower texture and vibrant color variations

IDseamless-3d-texture-pbr-8k-of-bright-marigold-heads-showing-natural-flower-texture-and-vibrant-color-variations
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture at 8K resolution presents an intricate depiction of bright marigold heads, capturing the natural complexity of their flower texture and vibrant color variations. The material composition is inspired by the delicate petals forming each flower head, modeled as thin, overlapping laminar layers with subtle translucency and softness. The substrate resembles a fine cellular structure, akin to plant epidermal tissue, providing a slightly fibrous yet smooth base. Pigments within the petals range from deep golden yellows to rich oranges, blending seamlessly through gradients that reflect natural flower pigmentation. These color variations are faithfully represented in the BaseColor (Albedo) channel, incorporating subtle shifts and speckles that enhance realism.

The geometric form emphasizes the rounded, dome-like shape of marigold heads, composed of compact, repetitive petal units radiating from the center in a veined and slightly ruffled pattern. Surface details such as tiny veins, microfolds, and petal edges are captured through a high-precision Normal map, adding depth and tactile nuance. The Roughness map balances areas of soft matte finish with slight specular highlights where petals thin and catch light, enhancing the perceived softness and slight translucency of the flower surface. The Metallic channel remains near zero, consistent with organic floral materials that lack reflective metallic components. Ambient Occlusion subtly enhances shadowed crevices between petals, while Height and Displacement maps provide gentle relief for realistic surface undulations and petal layering effects.

The texture’s natural porosity is minimal; the petals exhibit a gently diffused translucency without pronounced weathering or damage, reflecting fresh, well-preserved flower heads. The surface finish can be described as a soft, semi-matte epidermis with delicate light diffusion, avoiding harsh glossiness to maintain organic authenticity. This texture is optimized for use in Blender, Unreal Engine, and Unity, allowing for detailed close-up renders as well as seamless tiling across larger floral environments. The neutral lighting setup used during capture avoids baked shadows or highlights, ensuring maximum flexibility when integrating into diverse lighting conditions.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural size of marigold heads in your scene, preventing distortion of petal details. Additionally, fine-tuning the Roughness channel can help simulate varying moisture levels on petals, from fresh dew to slightly dried surfaces. Blending Height and Normal maps can further enhance the perception of petal layering, especially when used with parallax or displacement shaders, adding convincing depth in both real-time and offline renders.

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.


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AITEXTURED Tools

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