This wallpaper texture features a seamless 3D pattern combining tropical leaves and classic paisley motifs, rendered in exquisite 8K resolution for exceptional detail and realism. The base material emulates a high-quality vinyl substrate, chosen for its durability and smooth surface ideal for interior wall applications. Embedded within this substrate are subtle fibrous elements that mimic the natural texture of botanical fibers, adding to the tactile complexity. The composition includes advanced binders and adhesives that ensure stability and minimal porosity, resulting in a consistent satin finish that gently diffuses light across the surface.
The embossed design is achieved through height and displacement mapping, creating raised tropical leaves and swirling paisley patterns that evoke a sense of depth and tactility. The satin finish provides a low-gloss sheen that enhances the muted color palette—soft greens, gentle earth tones, and dusty blues—without overpowering the intricate form. These muted pigments are represented in the BaseColor (Albedo) channel, carefully balanced to maintain harmony and subtlety. The Normal map captures fine surface details such as the delicate veins of leaves and the raised edges of paisley curves, while the Roughness channel controls the satin texture’s smooth yet non-reflective quality. The Metallic channel remains minimal, reflecting the non-metallic nature of the wallpaper, and the Ambient Occlusion map adds realistic shadowing around the embossed elements to emphasize dimensionality.
Designed with modern workflows in mind, this PBR texture is fully compatible with Blender, Unreal Engine, and Unity, allowing seamless integration into a variety of 3D environments and architectural visualizations. The 8K resolution ensures crisp detail even at close camera distances, making it suitable for high-end interior renders and virtual staging. The height and normal maps can be blended to fine-tune the tactile impression, while the roughness level can be adjusted to increase or decrease the satin sheen according to lighting conditions or stylistic preferences.
For practical application, it is recommended to adjust the UV scale carefully to align the pattern proportionally with the wall dimensions, preventing distortion or repetition artifacts. Additionally, blending height maps with normal maps can create a more nuanced surface relief, enhancing the embossed effect without excessive geometric complexity. This approach helps maintain performance efficiency while delivering a visually rich, botanically inspired wallpaper texture that elevates any interior space with understated elegance and classic 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.
