This seamless 3D texture represents a high-resolution 8K PBR wallpaper featuring a vintage chinoiserie design delicately rendered with a flocked textile grain. The base material simulates a sturdy fabric substrate, akin to cotton or linen, treated with a soft flocking process that applies fine, raised fibers to the surface. These fibers create a velvety, tactile finish with subtle relief, enhancing the traditional floral and nature-inspired motifs typical of chinoiserie patterns. The geometric form is a continuous, repeating textile weave with intricate embossed elements, allowing the design to flow effortlessly without visible seams.
The composition of this texture involves a woven fabric base that acts as the substrate, providing structural integrity and slight natural porosity, which is crucial for realistic light interaction. The flocked fibers function as a fine aggregate layer bonded with a clear adhesive binder that holds the fibers upright, generating the characteristic softness and depth. The surface finish is matte with a gentle nap, reflecting minimal specular highlights to preserve the vintage aesthetic. Colorants are applied through pigment dispersion within both the fabric fibers and flocking materials, delivering a richly colored yet muted palette that evokes aged textiles and subtle patina effects.
In PBR terms, the BaseColor (Albedo) channel captures the delicate coloration of the vintage chinoiserie motifs and the natural textile hues, while the Normal map encodes the fine fiber relief and the raised flocking pattern, providing convincing depth and tactile feedback under varied lighting. The Roughness channel reflects the soft, diffuse surface of the flocked fibers, preventing harsh reflections and contributing to a velvety appearance. The Metallic channel is kept near zero, as the material is non-metallic fabric. Ambient Occlusion enhances shadowing within the weave and under the flocked fibers, adding subtle contrast and realism. The Height/Displacement map defines the raised flocked areas for enhanced parallax and geometric detail in rendering engines.
This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting advanced shading workflows and real-time rendering scenarios. Its seamless nature and ultra-high 8K resolution ensure crisp detail even at close viewing distances, making it ideal for sophisticated interior visualization or digital set dressing. For practical application, adjusting the UV scale to match real-world wallpaper dimensions is recommended, and fine-tuning the Roughness map can help balance the softness of the flocked texture under different lighting conditions. Additionally, blending the Height and Normal maps can yield smoother parallax effects without excessive geometry displacement, maintaining performance in interactive environments.
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.
