This seamless 3D texture represents an oriental paisley wallpaper crafted with a classic jacquard pattern, rendered at ultra-high 8K resolution for exceptional detail and clarity. The base material is a woven cotton fabric substrate, chosen for its natural softness and matte finish. This cotton weave provides a tactile, fibrous surface with subtle porosity, enhancing light diffusion and contributing to the wallpaper’s understated matte appearance. The jacquard design is embossed onto the fabric, creating a raised relief that mimics the intricate weaving technique traditionally used in textile production. This geometric form features elongated paisley motifs interlaced with delicate floral elements, giving a rhythmic yet organic flow that emphasizes depth and texture across the surface.
In terms of composition, the wallpaper texture combines a dense cotton fiber network with a binding resin that simulates the adhesive used in real jacquard weaving to hold the threads and embossed sections in place. The pigment layer is applied through base color (Albedo) maps, showcasing rich, muted oriental tones that enhance the classic aesthetic without overpowering the fine details. The Normal map captures the subtle embossing and woven fiber relief, while the Height map provides additional displacement for parallax effects, accentuating the tactile quality of the jacquard pattern. Roughness maps define the matte, non-reflective cotton weave, ensuring soft light scattering, whereas the Metallic channel remains near zero to maintain a purely textile, non-metallic appearance. Ambient Occlusion maps deepen the shadowing within the embossed crevices and folds, adding realism to the interplay of light and form.
This 8K PBR texture is fully optimized for real-time rendering engines such as Blender, Unreal Engine, and Unity, allowing for seamless integration into both architectural visualizations and virtual environments. The high resolution ensures that the fine weave and embossing remain crisp even in close-up views, while the PBR workflow delivers physically accurate light interaction across all material channels. The combination of embossed jacquard relief and matte cotton weave offers a balance between intricate detail and natural softness, suitable for creating interiors with a refined, traditional feel that still benefits from modern rendering technology.
For practical use, it is recommended to carefully adjust the UV scale when applying this texture to avoid repetition artifacts, especially given the complexity of the paisley pattern. Additionally, tuning the roughness map can help adapt the surface reflectivity to different lighting conditions, from softer indoor light to brighter daylight scenarios. When working with displacement or parallax effects, blending the height and normal maps can enhance the three-dimensional quality of the embossed details without introducing harsh edges, preserving the fabric’s gentle curvature and organic 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)
- 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.
