Seamless 3d texture pbr 8k tulip field flower meadow flower petals closeup photorealistic free download

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

Preview — Seamless 3d texture pbr 8k tulip field flower meadow flower petals closeup photorealistic

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

This seamless 3D texture presents a highly detailed tulip field captured in 8K resolution, designed to replicate the delicate structure of flower petals in a natural meadow setting. The base material emulates the thin, semi-translucent epidermal layers of tulip petals, composed primarily of cellulose fibers interwoven with a subtle network of veins. These veins create a fine geometric pattern that adds structural integrity and visual complexity. The petals’ surface features a smooth, slightly waxy finish, reminiscent of the natural cuticle layer that helps retain moisture and reflect soft light. The overall form is organic and curvilinear, capturing the gentle undulations and overlapping arrangement typical of a dense flower meadow, ensuring a continuous and seamless pattern well-suited for large-scale environments.

From a materials science perspective, the texture models the substrate as a fibrous, low-porosity plant tissue with minute variations in thickness and translucency. The binders can be inferred as natural pectin and lignin analogs that hold the cellulose fibers together, while fine pigment granules—primarily anthocyanins and carotenoids—provide the vibrant reds, yellows, and pinks characteristic of tulip petals. These pigments are subtly modulated across the surface, contributing to the BaseColor (Albedo) channel with a realistic gradient of hues and saturation. The Normal map captures the raised veins and petal folds, adding depth and tactile detail, while the Height map defines subtle elevation changes for parallax effects. Roughness values reflect the smooth, slightly glossy petal surface, avoiding overly matte or metallic appearances, since tulip petals are non-metallic plant tissues. Ambient Occlusion enhances shadowing in concave areas where petals overlap, reinforcing spatial relationships within the meadow composition.

The texture’s PBR workflow ensures accurate interaction with light, enabling natural flower shadows, soft highlights, and translucency effects. The metallic channel remains consistently low or zero, as organic petals lack metallic properties, ensuring realistic light scattering rather than specular reflections typical of metals. The high resolution of 8K allows for fine detail preservation even at close camera distances, making this texture ideal for photorealistic renderings in Blender, Unreal Engine, and Unity. Its seamless tiling capability supports large procedural terrains or repeated floral backgrounds without visible seams or pattern disruption, preserving the immersive quality of vast flower fields.

For practical application, it is recommended to carefully adjust the UV scale to balance detail density and performance, especially in real-time engines. Fine-tuning the roughness map can help achieve the desired glossiness level depending on lighting conditions and artistic direction. When integrating the texture, blending the height map with normal maps can enhance depth perception without overly increasing geometry complexity, ensuring optimal visual fidelity and efficiency across different platforms and rendering pipelines.

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.