This seamless 3D texture features a tropical leafy botanical pattern expertly rendered on a canvas substrate, mimicking the tactile qualities of woven textile. The base material is a natural cotton or linen canvas, characterized by a subtle textile weave that is clearly visible under close inspection. The geometric form consists of an interlaced grid of fine fibers, creating a distinct yet soft woven pattern that underpins the botanical leaf motifs. The surface exhibits a matte finish with low gloss, emphasizing the natural absorbency and slight porosity of the fabric. This texture conveys a realistic textile feel through detailed fiber grain and subtle tone-on-tone color variation, simulating the irregularities and depth of hand-printed botanical art on fabric.
In terms of composition, the digital texture replicates the canvas substrate combined with eco-friendly binders and pigment-based colorants. The printed tropical leaves are layered with pigments that simulate organic dyes, yielding a naturalistic color palette dominated by various shades of green and muted earth tones. The weave and botanical elements are enhanced by precise normal and height maps, which create a convincing raised effect of the printed leaves atop the woven background. The roughness map controls the matte surface finish, ensuring minimal specular highlights consistent with uncoated canvas. Ambient occlusion intensifies the depth between the weave and leaf veins, while metallic values remain at zero, reflecting the non-metallic, purely organic nature of the material.
Rendered in ultra-high 8K resolution, this PBR texture is designed for seamless tiling, enabling flawless repetition across large surfaces without visible seams or distortions. The texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows. The height map can be utilized for parallax occlusion effects or subtle displacement to enhance realism in 3D environments. The normal map provides detailed surface irregularities of the woven fibers and leaf veins, while the roughness channel allows for fine-tuning the matte finish to suit different lighting conditions.
For practical implementation, it is advisable to carefully adjust the UV scale to maintain the natural proportion of the leaf pattern relative to the canvas weave. Tuning the roughness parameter can help achieve the desired balance between fabric softness and subtle light scattering. When blending with other materials, consider layering the height and normal maps to enhance tactile depth without compromising performance. This approach ensures that the tropical leafy botanical canvas texture remains visually rich and physically plausible in diverse architectural visualizations or interior design projects.
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.
