This seamless 3D texture presents a richly detailed paisley floral wallpaper pattern, meticulously designed to replicate a high-quality textile surface with a satin finish. The base material resembles a finely woven fabric substrate, combining natural fibers such as cotton and silk with a subtle embossed relief that forms the characteristic paisley and floral motifs. The substrate’s weave structure is simulated through the Normal and Height maps, adding tactile depth that captures the interplay of light and shadow across the raised patterns. The satin finish is achieved through controlled roughness values that produce a smooth, low-gloss sheen, enhancing the perception of softness and subtle reflectivity typical of luxury wallpapers.
The texture’s composition is thoughtfully represented in its PBR channels. The BaseColor (Albedo) map reproduces the delicate color variations found in dyed textile fibers, incorporating muted yet rich earth tones and pastel highlights that define each paisley curve and floral element. The Normal map encodes the fine embossing and fabric texture, giving the pattern dimensionality without heavy geometric displacement. The Roughness map is finely calibrated to balance the satin finish’s gentle sheen against matte fabric areas, ensuring realistic light diffusion. Ambient Occlusion emphasizes crevices within the embossed patterns, enhancing depth perception. The Height (Displacement) map supports subtle parallax effects, simulating the gentle elevation changes of the embossed design, while the Metallic map remains neutral, consistent with non-metallic textile materials.
Rendered at an impressive 8K resolution, this texture provides exceptional clarity and surface detail, making it ideal for high-end visualization projects. It integrates seamlessly into modern 3D workflows and is fully compatible with Blender, Unreal Engine, and Unity, ensuring smooth application across various rendering engines and real-time environments. The seamless tiling nature of the texture allows it to cover large wall surfaces without visible repetition or seams, maintaining visual continuity in expansive interior scenes.
For practical use, it is recommended to carefully adjust the UV scale to preserve the fabric’s intricate detailing without distortion. Additionally, fine-tuning the Roughness map can help achieve the desired balance between satin glossiness and fabric softness, while blending the Height and Normal maps can enhance the embossed effect without introducing harsh geometry. This approach results in a realistic and visually compelling wallpaper texture that responds naturally to lighting and viewing angles in any 3D environment.
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.
