The worn oriental carpet texture seamless high resolution up to 8k captures the intricate character and aged charm of traditional woven carpets with remarkable clarity. Composed primarily of organic fibers such as wool or cotton, the base substrate exhibits natural porosity and subtle wear patterns that reveal the effects of long-term use and exposure. Colorants include a rich palette of natural dyes—derived from plant-based pigments and mineral oxides—that softly fade and blend over time, creating a harmonious, muted tone. The textile’s intricate weave is reinforced by fine binders that maintain structural cohesion, while the surface finish reflects a slightly brushed, weathered patina, showcasing gentle fiber fraying and occasional threadbare areas that add authenticity and depth to the texture’s visual appeal.
Within physically based rendering (PBR) workflows, this tileable worn oriental carpet texture seamless high resolution up to 8k excels by translating its complex material qualities across multiple channels. The BaseColor or Albedo map conveys the nuanced color variations and subtle fading of the fibers, while the Normal map captures the fine weave relief and individual thread elevations that enhance tactile realism. Roughness values are tuned to reflect the soft, matte finish typical of aged textiles, avoiding unwanted glossiness and emphasizing the carpet’s fibrous nature. The texture is non-metallic, so the Metallic channel remains flat, but Ambient Occlusion maps deepen the shadows in recessed weave areas, enriching the perception of depth. Height or Displacement maps provide additional surface detail, perfectly suited for parallax or tessellation to simulate the carpet’s dimensionality in close-up renders.
Designed for seamless tiling at resolutions up to 8k, this texture ensures exceptional clarity and detail even on large UV islands, making it ideal for a variety of applications from real-time scenes and cinematic renders to level dressing and material studies. Its compatibility with Blender, Unity, and Unreal Engine enables fast iteration cycles and smooth integration into modern production pipelines. For optimal results, it is recommended to maintain consistent texel density across assets and adjust UV scaling to prevent pattern distortion. Additionally, fine-tuning the roughness map can help achieve the desired balance between worn softness and material definition, enhancing the natural, believable look of the carpet in diverse lighting conditions.
This AI-generated worn oriental carpet texture offers a seamless, high resolution up to 8k quality with detailed carpet textures and a realistic 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.
