Seamless 3d texture pbr 8k of fresh gardenia buds capturing flower translucency and softness free download

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

Preview — Seamless 3d texture pbr 8k of fresh gardenia buds capturing flower translucency and softness

IDseamless-3d-texture-pbr-8k-of-fresh-gardenia-buds-capturing-flower-translucency-and-softness
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features fresh gardenia buds rendered in stunning 8K resolution, designed to capture the delicate translucency and inherent softness of flower petals. The base material can be understood as a fine, velvety organic substrate composed primarily of thin, overlapping layers of petal cells. These petals exhibit a semi-translucent quality due to their cellular structure, which allows subtle light diffusion, creating nuanced gradients of color and shadow. The surface geometry follows a natural, gently curved and layered form, mimicking the tightly curled and overlapping arrangement of gardenia buds. This organic pattern is tileable, allowing for seamless repetition without visible breaks, ideal for close-up flower scenes or expansive botanical visualizations.

The composition of the petals includes a soft matrix of cellulose fibers interlaced with water-rich binders, contributing to the smooth, slightly moist surface finish. Fine veins and micro-textures add intricate detail, which is faithfully represented in the Normal and Height maps to provide realistic surface relief and depth. Color variations range from creamy whites to subtle greens and pale yellows, layered in gradual gradients that define the flower’s natural color transitions. These are captured in the BaseColor (Albedo) channel with high fidelity, enabling photorealistic rendering of subtle pigment shifts and translucency effects. The Roughness map controls the soft matte finish, reflecting the natural velvety texture of the petals, while the Metallic channel remains minimal, as the material is non-metallic by nature.

The Ambient Occlusion map accentuates the micro-shadowing found within the folds and overlaps of the petals, enhancing the perception of depth and softness without harsh shadows. Height or Displacement maps further simulate the gentle undulations and curvatures of the gardenia surface, allowing for accurate parallax and bump shading in 3D environments. This texture is fully optimized and compatible with major rendering engines such as Blender, Unreal Engine, and Unity, making it suitable for botanical projects, realistic floral renderings, and close-up nature visualizations.

For practical application, it is recommended to fine-tune the UV scale to match the natural size of gardenia buds when applied to 3D models, ensuring that the organic details remain crisp and lifelike. Adjusting the Roughness values slightly can help to simulate different hydration states of the petals, from freshly picked to slightly dried. Additionally, blending the Height map subtly with Normal maps can enhance surface detail without causing excessive geometric distortion, preserving the delicate softness of the flower surface while maintaining a convincing three-dimensional form.

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.