This seamless matte oriental carpet texture, rendered in high resolution up to 8k, offers an exceptional and finely detailed representation of traditional oriental carpet materials. The texture is designed around a base substrate that mimics tightly woven organic fibers, typically wool or cotton, providing a natural and sturdy foundation. These fibers are carefully simulated to show subtle variations in density and orientation, capturing the authentic tactile quality and intricate craftsmanship characteristic of handmade oriental rugs. The color palette reflects natural dyes and pigments through nuanced BaseColor/Albedo maps, featuring rich, earthy tones and slight tonal shifts that add depth and realism. The matte finish creates a soft, low-gloss surface that avoids artificial shine, enhancing the true-to-life appearance of the carpet’s pile and weave structure.
In terms of physically based rendering (PBR) channels, this tileable matte oriental carpet texture seamless high resolution up to 8k excels in delivering realism and versatility across digital platforms. The Normal and Height/Displacement maps intricately represent the three-dimensional pile height and weave patterns, providing subtle elevation and depth without excessive gloss. The Roughness map is calibrated to maintain the subdued matte finish typical of organic textiles, ensuring light scatters softly rather than reflecting sharply. Metallic values remain near zero, accurately reflecting the non-metallic nature of the carpet’s fibers. Ambient Occlusion enhances the subtle shadows in the weave and pile, adding a natural sense of depth and volume to 3D preview environments, especially in Blender, Unity, and Unreal Engine.
This ai texture matte oriental carpet texture seamless high resolution up to 8k is optimized for use in both real-time and cinematic rendering workflows, scaling seamlessly across large surfaces without visible repetition or artifacts. To maximize detail preservation and avoid pattern distortion, it is recommended to maintain consistent texel density when mapping UV coordinates. Additionally, fine-tuning roughness values can simulate variations in wear or different lighting scenarios, thereby enhancing realism and material authenticity. Integrating this high-resolution carpet texture into your material library offers a versatile, premium-quality asset that supports detailed 3D preview work and ensures stability and clarity across various projects and platforms.
The seamless matte oriental carpet texture, rendered in high resolution up to 8k, offers a detailed and realistic PBR appearance that accurately captures the intricate carpet textures and subtle material composition.
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.
