Seamless 3d texture pbr 8k sunflower head flower meadow flower petals closeup natural lighting free download

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

Preview — Seamless 3d texture pbr 8k sunflower head flower meadow flower petals closeup natural lighting

IDseamless-3d-texture-pbr-8k-sunflower-head-flower-meadow-flower-petals-closeup-natural-lighting
Flowers
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the intricate form and materiality of sunflower heads in a highly detailed 8K resolution, optimized for physically based rendering (PBR) workflows. The texture faithfully reproduces the radial arrangement of flower petals surrounding the sunflower’s central disc, where densely packed florets form a complex mosaic of stamens and pistils. Each petal showcases subtle curvature and veining, contributing to a natural, organic geometry that mimics the layered structure of a real flower meadow. The overall form is composed of overlapping, slightly translucent petals with gentle undulations, while the central disc exhibits a granular, pollen-rich surface with fine tessellated patterns, creating a dynamic interplay between smooth and textured areas.

Materially, this texture simulates the sunflower’s delicate biological substrate, primarily composed of cellulose-based plant fibers that give petals their thin yet resilient quality. The base color, or albedo, reflects natural pigments including yellows and browns with subtle gradients and slight desaturation near petal tips to mimic natural aging. The roughness map defines the surface as mostly matte with softly diffused highlights, capturing the velvety texture of petals contrasted against the slightly rougher, granular central disc. The normal and height maps emphasize fine details such as petal veins, stamen protrusions, and the uneven pollen grains, enhancing the three-dimensional depth. Ambient occlusion channels add soft shadows within the floral crevices, reinforcing the perception of depth and form without harsh contrasts. The metallic channel remains neutral, as plant materials lack metallic properties, focusing instead on dielectric reflections typical of organic matter.

The seamless tiling capability of this texture allows for expansive floral environments without visible repetition, making it ideal for creating dense flower meadows or close-up botanical elements in 3D scenes. The natural lighting setup embedded in the texture ensures true-to-life color representation and soft shadows that contribute to realism across varied lighting conditions. This texture is fully compatible with Blender, Unreal Engine, and Unity, supporting advanced shader setups and real-time rendering pipelines. Its high resolution supports close-up views and detailed animations without loss of fidelity, making it versatile for both static and dynamic uses.

For practical application, it is advisable to carefully adjust the UV scale to maintain the natural size of sunflower elements within the scene, avoiding overly stretched or compressed appearances. Additionally, tuning the roughness map can help achieve the desired balance between matte softness and subtle specular highlights, especially under different lighting environments. When integrating with height or displacement maps, blending these with normal maps can enhance the tactile quality of petals and the central disc, providing a convincing depth effect that responds well to parallax and dynamic lighting in real-time engines.

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

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