Asphalt Pit Lane — Pit Lane Asphalt Albedo Normal Roughness — PBR seamless 3D texture free download

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

Preview — Asphalt Pit Lane — Pit Lane Asphalt Albedo Normal Roughness — PBR seamless 3D texture

IDasphalt-pit-lane-asphalt-asphalt-road-road-roadway-tarmac-road-race-track
Asphalt
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Asphalt Pit Lane seamless 3D texture is a physically based rendering (PBR) material designed to replicate the complex composition and surface characteristics of modern asphalt roadways specifically optimized for pit lane and race track environments. The base substrate is a dense mineral aggregate primarily composed of crushed stone and sand particles bound together with bituminous polymeric adhesives. This combination creates a durable weather-resistant floor surface with a slightly porous structure that influences water drainage and wear patterns. The surface finish reflects typical tarmac road qualities—matte with subtle roughness variations caused by fine gravel and micro-textural imperfections from natural weathering and traffic abrasion. Coloration is primarily driven by dark gray to nearly black bitumen pigments interspersed with lighter aggregate tones which are accurately captured in the albedo channel for realistic diffuse reflection.

The PBR maps included—Albedo Normal Roughness Ambient Occlusion and Height—are carefully calibrated to convey these material properties across various rendering pipelines. The Normal map encodes fine surface details such as aggregate grain orientation and small cracks enhancing the tactile realism without increasing geometry complexity. Roughness values vary subtly to represent the interplay between polished bitumen areas and rough aggregate enabling consistent shading under both direct and ambient lighting. Ambient Occlusion highlights crevices and depressions within the tarmac adding depth and grounding the texture in 3D environments. Height and displacement maps provide precise surface contour information useful for parallax effects or subtle mesh displacement which is especially beneficial in high-fidelity race track visualizations.

Available in a high-resolution 4K format with an optional 8K upgrade this tileable asphalt pit lane texture is optimized for seamless integration across digital content creation tools including Blender Unreal Engine and Unity. Its physically based setup supports the metal/roughness workflow ensuring consistent and reliable results in both real-time and offline renderers without the need for manual tweaking. For best performance and visual accuracy it is recommended to carefully scale the UV coordinates to maintain realistic aggregate sizes and to fine-tune roughness maps in scenes with varying lighting conditions to emphasize the subtle interplay of polished and rough surfaces typical of a pit lane floor.

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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