This polished oriental carpet texture seamless high resolution up to 8ktexture exemplifies the exquisite craftsmanship and rich tradition of classic oriental carpets through its detailed and authentic material composition. The base substrate consists mainly of tightly interlaced organic fibers—primarily wool and cotton—that form a dense and durable fabric with a subtle natural porosity. This intricate weave structure is enhanced by carefully selected binders and natural resins, which stabilize the fibers and improve the carpet’s longevity while preserving breathability. The surface finish is meticulously polished, giving the carpet a refined sheen and a soft, tactile quality that highlights the intricate patterns and vibrant color variations created by rich pigments and natural dyes. These pigments provide a harmonious palette of reds, blues, and earth tones, reflecting the heritage of traditional dyes while maintaining excellent colorfastness and depth.
In physically based rendering (PBR) workflows, this seamless polished oriental carpet texture seamless high resolution up to 8k fully captures the complex interaction of fiber orientation, pile depth, and surface finish. The BaseColor or Albedo channel vividly portrays the authentic hues and detailed motifs typical of oriental carpets, while the Normal map emphasizes the subtle relief of the woven fibers and the tactile pile, adding realistic depth and dimension. The Roughness channel balances the polished surface’s smoothness with its slightly fibrous texture, ensuring specular highlights appear natural and diffuse rather than overly glossy. Reflectivity is minimal, consistent with organic textile materials, so the Metallic channel remains near zero. Ambient Occlusion enhances the perception of shadowing within the weave and pile folds, adding further realism. The Height or Displacement map captures fine variations in weave structure and pile height, which can be leveraged in supporting renderers to add physical dimensionality to the surface.
Designed for seamless tiling and optimized for use in Blender, Unreal Engine, and Unity, this tileable polished oriental carpet texture seamless high resolution up to 8ktexture enables artists and designers to cover large surfaces without visible seams or repetitive artifacts. Its exceptionally high resolution up to 8k ensures that every detail—from the fiber grain to the subtle sheen—is visible in 3D preview environments, making it ideal for architectural visualization, environment art, and detailed concept work. For optimal results, it is recommended to adjust the roughness intensity to suit your scene’s lighting conditions and to carefully scale UV coordinates to maintain pattern fidelity and avoid distortion. This ai texture polished oriental carpet texture seamless high resolution up to 8k combines aesthetic richness with technical precision, making it a valuable asset for any digital material library focused on realistic 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.
