The dirty oriental carpet texture seamless high resolution up to 8ktexture is a finely detailed digital material crafted to authentically emulate the complex composition and aged character of traditional oriental carpets. This tileable dirty oriental carpet texture seamless high resolution up to 8k reveals an intricate weave primarily composed of organic fibers such as wool and cotton, intertwined with natural binders and subtle earthy dyes. These elements produce distinctive, muted color variations and a warm, worn surface finish that reflects years of use. The texture’s surface finish balances a soft fuzziness with delicate thread fraying and visible pattern integrity, conveying the tactile quality and natural porosity inherent to well-used carpets. Weathering effects and accumulated dirt are seamlessly integrated, enhancing realism while avoiding repetitive artifacts commonly seen in auto-generated carpet textures. The overall effect is a nuanced representation of a carpet’s aged patina and surface complexity, ideal for close-up and wide-surface applications alike.
In terms of physically based rendering (PBR) channels, this ai texture dirty oriental carpet texture seamless high resolution up to 8k excels in delivering exceptional fidelity and realism. The BaseColor (Albedo) channel showcases rich, earthy pigments and faded hues that simulate natural dyeing processes combined with dirt accumulation. The Normal map captures the subtle grain orientation and fiber relief, emphasizing the woven texture’s dimensionality and enhancing tactile perception. Roughness values vary thoughtfully across the surface to reflect polished, worn fibers alongside rougher, weathered sections, enabling realistic light scattering and nuanced reflections. As expected for organic textile fibers, the Metallic channel remains minimal, preserving the carpet’s natural non-metallic appearance. Ambient Occlusion is carefully mapped to accentuate crevices between threads, providing depth and shadowing that enrich surface detail. Height/Displacement maps accurately reproduce fine undulations and fiber relief, supporting enhanced parallax effects and dimensionality in 3D preview environments.
Optimized for seamless integration into modern 3D pipelines, this tileable dirty oriental carpet texture seamless high resolution up to 8k is fully compatible with Blender, Unity, and Unreal Engine, offering environment artists, architectural visualization specialists, and concept designers a reliable and high-quality material. For best results, it is recommended to maintain uniform UV scaling to prevent distortion of the intricate weave, alongside careful tuning of roughness parameters to balance polished and weathered areas, capturing the authentic tactile quality of the carpet surface. Incorporating this high-resolution dirty oriental carpet texture into your material library guarantees a detailed, realistic surface that performs consistently across expansive surfaces and close 3D preview inspections, elevating the visual fidelity of any project requiring authentic carpet textures.
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.
