Discover the Decorative Oriental Carpet Texture Seamless high resolution up to 8k—a meticulously crafted, tileable texture designed specifically for realistic carpet surfaces within digital 3D environments. This texture emulates the intricate weave and rich composition of traditional oriental carpets, highlighting a base substrate that resembles dense organic fibers tightly bound with natural adhesives. The fine grain orientation and subtle surface porosity simulate the textile’s characteristic softness and slight irregularities, while the carefully applied colorants reflect traditional pigments and dyes, creating warm, decorative patterns with natural variation. The surface finish captures a slightly worn, matte appearance, suggesting gentle wear and age without excessive gloss, lending authenticity to the carpet’s historic feel.
In PBR workflows, this texture excels across all key channels: the BaseColor/Albedo map reveals vibrant, complex hues and motifs with precise edge detail; the Normal map adds convincing fiber depth and weave relief to enhance tactile realism; the Roughness channel balances soft textile reflections with low specularity, avoiding artificial shine; the Metallic map remains neutral to simulate organic non-metallic fibers; and the Ambient Occlusion subtly reinforces shadowed crevices within the weave. The Height/Displacement map provides delicate elevation differences that support parallax effects and surface breakup, enhancing realism especially on large UV islands. This tileable decorative oriental carpet texture seamless high resolution up to 8k is optimized for modern pipelines and ensures clarity and cohesion, even when applied at high resolutions or across expansive surfaces.
Ready for immediate use in Blender, Unity, and Unreal Engine, this AI-generated carpet texture speeds up iteration loops and look development for environment artists, architectural visualization, and concept prototyping alike. To maximize realism, consider adjusting the UV scale to match real-world carpet dimensions closely, and fine-tune roughness to control light diffusion on the textile surface. Combining this texture with subtle ambient occlusion and a light normal pass enhances surface breakup without oversharpening, producing a natural, believable decorative oriental carpet appearance that enriches your 3D scenes with authentic detail and depth.
This AI-generated decorative oriental carpet texture features seamless high resolution up to 8k, offering detailed carpet textures with a realistic PBR appearance and a 3D preview for accurate material composition assessment.
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.
