This seamless 3D texture in 8K resolution showcases a meticulously crafted desert sand splinter camouflage pattern applied to a robust canvas fiber fabric substrate. The base material is a tightly woven organic cotton canvas, known for its durability and tactile roughness, enhanced by natural fibers that create subtle porosity and grain orientation visible across the surface. The splinter camo pattern is composed of sharp, angular disruptive shapes rendered in a natural desert sand color palette, blending warm ochres, muted tans, and soft beige pigments. These colorants are integrated through multiple pigment layers that simulate the organic fading and weathering effects typical of prolonged outdoor exposure, giving the fabric a worn, realistic appearance. The texture’s surface finish mimics a slightly coarse, matte canvas, with visible fiber strands and irregularities emphasizing authenticity and physicality.
In physically based rendering (PBR) channels, the BaseColor or Albedo map conveys the faded, dusty desert sand hues and subtle pigment variations that define the splinter camo’s distinctive pattern. The Normal map captures the intricate weave and fiber relief of the canvas, enhancing the tactile feel by simulating fine surface bumps and directional grain. Roughness values highlight the fabric’s matte finish and its naturally non-reflective quality, fluctuating subtly to replicate areas of wear and dirt accumulation. The Metallic channel is effectively zeroed out to reflect the purely organic, non-metallic nature of the canvas material. Ambient Occlusion maps deepen shadowed crevices within the weave and pattern edges, adding dimensionality, while the Height or Displacement map accentuates fiber elevation and fabric texture depth, crucial for realistic parallax effects in close-up visualizations.
This 8K resolution desert sand splinter camo texture is fully optimized and ready for seamless tiling in Blender, Unreal Engine, and Unity, ensuring high-fidelity detail and performance in game assets or visual effects tailored for arid or desert environment simulations. For practical application, adjusting the UV scale to maintain natural fabric grain proportions is recommended, as overly large or small UVs can distort the splinter shapes and reduce realism. Additionally, fine-tuning roughness values can simulate varying fabric conditions, from freshly laundered to heavily weathered, enhancing material versatility across different scenarios.
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.
