The Synthetic Oriental Carpet Texture Seamless high resolution up to 8k is a meticulously crafted digital material designed to replicate the intricate weave and fiber composition of traditional oriental carpets using synthetic polymers as the base substrate. This texture simulates the interplay of dyed synthetic fibers—often nylon or polypropylene—that are tightly bound together with advanced adhesives to ensure durability and uniform grain orientation. The surface finish emulates a slightly brushed, low-porosity textile that has been carefully aged to convey subtle weathering and wear, giving the carpet a realistic tactile character. Colorants are represented through rich, saturated pigments that capture the complex patterns and tonal variations characteristic of oriental carpets, enhancing the visual depth throughout the BaseColor (Albedo) channel while maintaining natural vibrancy without oversaturation.
In terms of physically based rendering (PBR), this tileable synthetic oriental carpet texture seamless high resolution up to 8k excels by providing detailed Normal maps that faithfully reproduce fiber relief and weave directionality, contributing to realistic light interaction and shadow play. The Roughness channel is calibrated to reflect the soft yet slightly varied surface typical of synthetic textile fibers, avoiding overly glossy or flat reflections and lending authenticity to different lighting conditions. Metallic values remain minimal or zero, consistent with the non-metallic nature of carpet materials, while Ambient Occlusion enhances depth perception in the weave’s crevices and folds. Height or displacement maps subtly define fiber elevation and pile height, allowing for enhanced parallax or relief effects in real-time 3D engines. This seamless texture maintains cohesion across large UV islands, ensuring no visible seams when tiled in expansive scenes.
Optimized for use within modern pipelines, this tileable synthetic oriental carpet texture seamless high resolution up to 8k integrates seamlessly with popular 3D software such as Blender, Unity, and Unreal Engine, supporting flexible workflows in real-time scenes, cinematic renders, and level dressing. Its ultra-high resolution guarantees exceptional detail even when viewed up close or on large surfaces, making it suitable for material studies and detailed environmental design. As a practical tip, adjusting the UV scale can help balance pattern repetition in your scene, while fine-tuning roughness and normal map intensity ensures the texture responds convincingly under diverse lighting rigs, preserving the material’s grounded and natural appearance. This asset offers predictable, repeatable results and is tuned to avoid repetitive artifacts commonly seen in auto-generated textures, making it a reliable addition to any 3D artist’s material library.
The seamless synthetic oriental carpet texture features a high resolution up to 8k, providing an AI-generated texture with realistic carpet textures and a detailed 3D preview for accurate PBR material representation.
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.
