Seamless 3d texture pbr 8k of delicate rose petals with realistic surface and softness free download

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

Preview — Seamless 3d texture pbr 8k of delicate rose petals with realistic surface and softness

IDseamless-3d-texture-pbr-8k-of-delicate-rose-petals-with-realistic-surface-and-softness
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an ultra-high-definition 8K capture of delicate rose petals, emphasizing the natural softness and intricate translucency characteristic of fresh flower petals. The material composition can be understood as a fine cellular substrate composed primarily of thin, overlapping layers of plant epidermal cells, which create the petal's semi-translucent surface. These layers are bound together by a natural pectin-rich matrix acting as an adhesive, while microscopic fibrous veins run throughout, providing subtle structural reinforcement and a veined geometric pattern. The overall form is gently curved and irregular, reflecting the organic folds and slight undulations typical of rose petals, captured here in a perfectly seamless tile to ensure continuous coverage without visible edges.

Color variations range from soft pinks to deeper reds and occasional hints of cream, replicating the natural gradient pigment distribution caused by anthocyanins and carotenoids within the petal tissue. The surface finish is naturally matte with a faint satin-like sheen, enhanced by the presence of a thin moisture film that adds a subtle wetness effect. This effect is represented in the roughness map, where variations in microscopic surface texture create realistic light diffusion, capturing the nuanced interplay of light on the petal’s soft, slightly fuzzy surface. The normal and height maps emphasize the delicate veins and gentle folds, providing fine relief that enhances macro-level realism in close-up views.

In terms of PBR channel mapping, the BaseColor (Albedo) captures the full spectrum of pigment variations without baked-in lighting or shadows, ensuring flexibility in scene lighting. The Normal map defines the microgeometry of veins and subtle curvature, while the Roughness map controls the surface’s diffuse reflection to simulate the petal’s soft, velvety feel. The Metallic channel remains flat, reflecting the non-metallic organic nature of the petals, and the Ambient Occlusion map enhances depth perception around the veins and folds. Height or Displacement maps provide additional surface relief, perfect for parallax or tessellation workflows to bring out tactile detail at close range.

Designed for seamless integration in Blender, Unreal Engine, and Unity, this texture supports high-fidelity flower renders, especially useful for botanical visualizations, close-up shots, and realistic natural environments. For optimal results, adjusting the UV scale to maintain a life-size petal proportion helps preserve textural detail without blurring. Additionally, fine-tuning the roughness can simulate varying moisture levels—from freshly dew-kissed petals to slightly dried surfaces—while blending height and normal maps can enhance depth perception without excessive geometry.

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.