Seamless 3d texture pbr 8k wallpaper with vintage toile floral subtle gradient woven free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k wallpaper with vintage toile floral subtle gradient woven

Texture Info

IDseamless-3d-texture-pbr-8k-wallpaper-with-vintage-toile-floral-subtle-gradient-woven
CategoryWallpaper
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture wallpaper showcases a vintage toile floral pattern characterized by intricate woven textile geometry, rendered at a highly detailed 8K resolution suitable for professional CG applications in Blender, Unreal Engine, and Unity. The base material simulates a densely woven fabric substrate, likely cotton or linen, with subtle interlacing fibers creating a tactile surface that enhances realism. Its structure is composed of fine textile weave patterns forming the floral motifs, which gently rise and fall to suggest a natural thread count variation and hand-crafted quality. The overall form is defined by repeating toile scenes with delicate floral elements arranged in a balanced, tone-on-tone composition featuring a subtle gradient that shifts softly across the surface, adding dimensionality without overpowering the design.

The wallpaper’s composition suggests a layered construction starting with a textile base acting as the substrate, onto which pigment-based dyes are applied to form the vintage floral patterns. The binders and adhesives used in the original material would be akin to natural starches or synthetic resin coatings, ensuring colorfastness and slight surface rigidity while maintaining fabric flexibility. Aggregate components include intertwined fibers with varying thickness and porosity, contributing to the micro-roughness and diffuse reflectance properties of the material. The matte finish reduces specular highlights, emphasizing the soft, muted tones characteristic of vintage toile. This finish is captured in the roughness map, which displays moderate roughness values to simulate diffuse surface reflection, while the normal map conveys the subtle relief of woven threads and floral embossing. Ambient occlusion enhances shadowing within fiber intersections, adding depth and natural shadowing to the pattern. The height (displacement) map details the raised floral elements and weave texture, facilitating realistic parallax and displacement effects when rendered.

Coloration is predominantly tone-on-tone, relying on a nuanced palette of muted off-whites, soft beiges, and gentle sepia gradients that follow the subtle gradient overlay, creating a cohesive vintage aesthetic. These colorants are represented in the BaseColor (Albedo) texture without metallic properties, as the material is non-metallic, which is reflected by a zero value in the Metallic map. The combination of these PBR channels ensures an accurate physical simulation of light interaction with the woven fabric surface, essential for photorealistic rendering workflows.

When integrating this texture into 3D environments, it is advisable to carefully adjust the UV scale to maintain the intended scale of the toile pattern relative to architectural elements. Additionally, fine-tuning the roughness map can help balance the matte finish under varying lighting conditions, while blending height and normal maps can produce convincing depth effects without causing geometry distortion. This texture’s high resolution and detailed PBR channel setup make it highly versatile for use in traditional interior visualizations, period film sets, or any project requiring a refined and historically authentic floral textile wallpaper.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

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