This seamless 3D texture features a highly detailed vintage floral wallpaper pattern, meticulously crafted to replicate the intricate weave of silk threads forming a rich textile surface. The base material appears to be a fine silk fabric substrate, known for its natural luster and smooth yet tactile feel. The floral motifs are composed of densely woven silk fibers, producing a subtle relief that gives the pattern depth and dimensionality. The weave geometry exhibits tightly interlaced threads, creating a consistent, repetitive pattern that is both elegant and structurally balanced, suitable for classical interior design elements.
The texture’s material composition suggests a delicate interplay of natural silk fibers bound together with a traditional textile adhesive, allowing for minimal porosity and a soft, luxurious surface finish. The surface is gently polished, capturing the silk’s inherent sheen, while the floral elements subtly rise above the background fabric, emphasizing their form through light and shadow. Colorants in this texture are muted and vintage-inspired, with soft pastel tones and aged hues that enhance the tactile quality without overpowering the delicate thread details.
From a PBR mapping perspective, the BaseColor (Albedo) channel defines the nuanced color palette of the silk threads and floral patterns, maintaining authenticity in fiber coloration. The Normal map captures the fine woven thread relief and raised floral embroidery, providing realistic surface irregularities that interact dynamically with lighting. Roughness values are carefully balanced to reflect the silk’s semi-glossy finish—smooth overall but with slight variation where threads overlap or cluster. The Metallic channel remains largely unused, simulating natural textile materials, while Ambient Occlusion enhances subtle shadows in thread intersections and folds, adding depth. Height or Displacement maps are finely tuned to accentuate the raised embroidery effect without excessive distortion.
This texture is provided in an impressive 8K resolution, ensuring exceptional clarity and fidelity even in large-scale applications, making it fully compatible and optimized for use in Blender, Unreal Engine, and Unity. For practical implementation, it is advisable to carefully adjust the UV scale to preserve the pattern’s intricate details and avoid blurring. Additionally, fine-tuning roughness can help tailor the silk’s sheen to match specific lighting conditions, while blending height and normal maps can enhance the perceived depth of the woven threads without compromising performance.
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.
