This seamless 3D texture represents a classic floral damask wallpaper rendered at an impressive 8K resolution, optimized for physically based rendering (PBR) workflows. The base material simulates a high-quality textile substrate, specifically a woven velvet fabric, which is characterized by its dense fiber composition and slightly raised pile. The textile weave is tightly constructed, with the embossed floral damask pattern formed through a combination of raised velvet threads and recessed background areas, giving the surface a pronounced tactile relief. This interplay between elevated and indented sections creates a subtle depth that translates into the Height and Normal maps, essential for realistic light interaction in engines such as Blender, Unreal Engine, and Unity.
The wallpaper’s composition suggests a fiber-rich base, where cellulose or synthetic fibers serve as the primary aggregate, bound by a natural or acrylic adhesive binder. The weave structure is intricate and layered, allowing for a soft velvet texture that is both plush and durable. The surface finish mimics the gentle sheen typical of velvet, exhibiting a low-metallicity value and moderate roughness to reflect the fabric’s matte yet slightly lustrous quality. The muted pastel tones are achieved through carefully calibrated pigments in the Base Color (Albedo) map, which maintain subtle color gradations without saturation, enhancing the wallpaper’s understated elegance. Ambient Occlusion contributes to emphasizing the folds and raised elements by simulating soft shadows within the embossed pattern.
From a technical perspective, this texture integrates multiple PBR channels for realistic rendering: the BaseColor channel carries the soft pastel hues; the Normal map encodes the velvet weave’s embossed details; the Roughness map controls the surface’s semi-matte finish, balancing light scattering and specular highlights; the Metallic map remains near zero due to the non-metallic fabric nature. The Height or Displacement map captures the raised damask pattern’s form, allowing for parallax or tessellation effects that enhance realism, especially in close-up views. Ambient Occlusion provides depth cues that anchor the pattern visually to the wall substrate, making it suitable for sophisticated interior visualizations.
Designed for seamless tiling, this wallpaper texture allows for flawless repetition across large surfaces without visible seams, making it ideal for expansive wall treatments in virtual environments or architectural renders. When using this texture, it is recommended to carefully adjust the UV scale to maintain the pattern’s classic proportions and avoid distortion. Additionally, fine-tuning the Roughness map can help simulate varying velvet pile conditions, from softer matte finishes to slightly polished looks. Blending the Height and Normal maps judiciously enhances the embossed effect without causing excessive geometric distortion, providing a balanced and realistic representation of the ornate floral damask velvet weave.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
