This seamless matte wool carpet texture, rendered in high resolution up to 8K, offers an exceptionally detailed and realistic surface ideal for a variety of 3D projects. The material composition mimics natural wool fibers tightly woven into a dense, organic textile substrate, with microscopic variations in fiber orientation and thickness that contribute to its characteristic softness and matte finish. The subtle interplay of natural dye pigments and gentle wear over time is reflected in the texture’s diffuse Albedo channel, providing warm, muted color tones without harsh gloss. The surface exhibits a finely detailed normal map capturing the intricate fiber grain and subtle pile height variations, enhancing realism in dynamic lighting environments.
Structurally, this tileable matte wool carpet texture is designed with a focus on micro-detail and consistency, ensuring flawless tiling across vast surfaces without visible seams or distortion. The roughness map effectively simulates the soft, non-reflective quality typical of wool, while the metallic channel remains flat, indicating the purely organic nature of the material without metallic elements. Ambient Occlusion enhances the perception of fiber depth and shadowing within the weave, and the height/displacement channel subtly conveys pile elevation to improve surface breakup in parallax or displacement workflows. This comprehensive PBR setup guarantees a production-ready result that integrates seamlessly into Blender, Unreal Engine, and Unity pipelines, supporting quick iteration and realistic rendering.
For practical use, it is recommended to carefully adjust the UV scale to balance fiber detail with scene scale, ensuring the texture maintains its natural appearance without appearing overly repetitive or stretched. Additionally, fine-tuning roughness values can help adapt the carpet’s matte finish to different lighting conditions or artistic styles, while combining this texture with a light ambient occlusion pass can enhance depth perception without oversharpening the fibers. This tileable matte wool carpet texture in high resolution up to 8K is a versatile asset for environment art, architectural visualization, look development, and concept prototyping, delivering both aesthetic quality and technical reliability across multiple platforms.
This tileable matte wool carpet texture seamless high resolution up to 8k offers a detailed, seamless matte wool carpet texture seamless high resolution up to 8k with realistic carpet textures and an AI texture matte wool carpet texture seamless high resolution up to 8k design, ideal for accurate 3D preview in PBR workflows.
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.
