This seamless 3D texture PBR wallpaper captures a richly detailed tropical botanical motif, featuring intertwining ivy and vine leaf patterns rendered on a finely woven canvas substrate. The base material emulates natural textile fibers, densely interlaced to create a subtle yet distinctive woven geometry. This fabric-like form offers a tactile impression of layered threads with slight variations in thickness and orientation, contributing to a realistic cloth appearance. The underlying weave is complemented by botanical elements that appear gently embossed or slightly raised, achieved through precise height and normal mapping, enhancing the sense of depth and dimensionality in the design.
The composition simulates a high-quality canvas fabric treated with matte pigments and natural binders, providing a muted, non-reflective surface finish that minimizes glare while maintaining color vibrancy. The base substrate is modeled as a tightly woven cotton or linen blend, incorporating fine textile fibers visible in the texture’s normal and ambient occlusion maps. Pigments mimic natural botanical greens, ranging from deep ivy tones to lighter vine leaves, applied using PBR base color (albedo) channels with subtle variations for organic realism. The roughness map controls the matte finish, ensuring soft light diffusion without glossiness, while the metallic channel remains near zero, reflecting the non-metallic character of fabric and plant matter.
The texture’s porosity is indicated by slight micro-variations in the height/displacement map, suggesting natural fabric irregularities and gentle surface weathering consistent with indoor use. Ambient occlusion enhances shadowing within the weave and leaf overlaps, reinforcing spatial depth and emphasizing the intricacy of the botanical pattern. This texture is optimized at an 8K resolution, ensuring exceptional clarity and detail for close-up renders. It integrates seamlessly with modern 3D software workflows such as Blender, Unreal Engine, and Unity, supporting all relevant PBR channels for physically accurate material representation.
For practical application, it is advisable to carefully adjust the UV scale to balance the visibility of the fine woven details with the overall botanical pattern size, avoiding pixelation or excessive repetition. Additionally, fine-tuning the roughness values can help tailor the matte finish to specific lighting environments, while blending the height and normal maps can enhance the perceived depth without causing unwanted surface artifacts. This approach ensures the wallpaper texture maintains a naturalistic and elegant presence in both interior visualizations and interactive scenes.
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.
