Seamless 3d texture pbr 8k violet cluster flower garden flower petals closeup photorealistic free download

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

Preview — Seamless 3d texture pbr 8k violet cluster flower garden flower petals closeup photorealistic

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

This seamless 3D texture showcases a dense cluster of violet flowers captured in stunning 8K resolution, designed for physically based rendering (PBR) workflows. The material base is primarily composed of delicate floral petals made up of fine cellulose fibers, creating a soft, slightly translucent substrate that mimics real flower tissue. These petals exhibit subtle variations in thickness and curvature, lending a natural undulating form that enhances photorealistic depth. The stamens protrude gently from the center of each blossom, featuring slender filament structures with fine grain detail and a slightly velvety finish. The overall geometric pattern follows an organic, overlapping cluster arrangement, replicating the natural layering found in a flower garden’s dense violet blooms.

From a materials science perspective, the petals’ surface finish is matte with a subtle satin sheen, reflecting light softly without harsh specularity. The pigmentation arises from a complex interplay of natural violet anthocyanin pigments embedded within the petal matrix, producing varied gradients of purple hues that shift under different lighting angles. The texture’s PBR maps are carefully constructed: the BaseColor (Albedo) channel captures these rich violet tones and delicate color transitions, while the Normal map defines the intricate veining and gentle folds in the petals, emphasizing their three-dimensional form. Roughness maps convey the soft tactile quality of the petals, maintaining moderate values to simulate their slightly waxy, velvety texture without glossiness. Metallic values are minimal, reflecting the non-metallic organic nature of the flower material. The Ambient Occlusion map enhances shadowed recesses between petals and stamens, adding depth and realism, and the Height (Displacement) map accurately portrays surface undulations and fine structural details such as petal edges and stamen tips.

The seamless nature of this texture allows continuous tiling without visible seams, ideal for covering large surfaces such as digital flower beds or garden scenes in 3D environments. Its high-resolution 8K definition ensures that even extreme closeups reveal fine details, making it suitable for botanical visualizations, animations, and real-time rendering in modern engines like Blender, Unreal Engine, and Unity. The texture’s design takes into account natural lighting conditions, with neutral illumination used to emphasize true color fidelity, subtle shadows, and delicate highlights that define the flower’s form and spatial relationships.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural size and spacing of the violet clusters, avoiding overly repetitive patterns. Additionally, fine-tuning the roughness channel can help simulate varying moisture levels on the petals, from fresh morning dew to drier midday conditions. When integrating this texture into scenes requiring enhanced depth, blending the Height map with normal maps through parallax occlusion or tessellation techniques can significantly improve the perception of three-dimensionality without adding 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.