Seamless 3D Texture PBR 8K Dry Grass Splinter Pattern Camouflage Fabric free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3D Texture PBR 8K Dry Grass Splinter Pattern Camouflage Fabric

Texture Info

IDseamless-3d-texture-pbr-8k-dry-grass-splinter-pattern-camouflage-fabric
CategoryColor Camouflage
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture showcases a meticulously crafted dry grass splinter camouflage pattern rendered in ultra-high 8K resolution, designed to simulate the complex interplay of natural elements on a canvas fiber fabric base. The substrate mimics organic woven fibers typical of durable canvas, composed of tightly interlaced natural polymers that provide a subtle roughness and tactile depth. This base is enhanced with carefully applied binders and pigments that replicate faded, earth-toned colors characteristic of weathered dry grass environments. The splinter camo pattern features sharp, angular disruptions, achieved through precise grain orientation and layered overlays, which blend naturally with outdoor surroundings while maintaining a visually compelling fabric surface. The surface finish emulates slight abrasions and natural wear, contributing to a realistic portrayal of aged and exposed textile, with porosity subtly captured through micro-variations in fiber thickness and color saturation.

In the physically based rendering (PBR) workflow, this texture excels by offering detailed channel data that accurately represents its material properties. The BaseColor (Albedo) map delivers muted, sun-bleached tones with nuanced color shifts, reflecting the faded pigments embedded within the canvas fibers. The Normal map captures the fine-grained texture of the rough canvas weave and the raised splinter camo pattern, giving the surface a convincing three-dimensional feel in lighting simulations. Roughness values vary across the fabric, with worn areas showing increased matte diffusion to simulate weathered fibers, while less exposed regions maintain subtle sheen. The Metallic channel remains minimal to none, consistent with the organic, non-metallic nature of the fabric. Ambient Occlusion enhances the depth perception by accentuating fiber intersections and pattern crevices, while the Height/Displacement map allows for realistic surface relief, emphasizing the tactile interplay between canvas weave and splinter camo elements.

This photorealistic PBR texture is fully optimized and ready for seamless integration into modern 3D workflows, including Unreal Engine, Blender, and Unity, supporting detailed environment assets and outdoor gear visualization. Its continuous, tileable design ensures no visible seams, making it ideal for large-scale applications such as terrain covers, camouflage clothing, and prop surfaces requiring authentic natural blending. For best results, adjusting the UV scale to match real-world fabric densities helps maintain the intricate detail of the splinter pattern without pixelation. Additionally, fine-tuning the roughness channel can simulate varying degrees of fabric wear and environmental exposure, enhancing realism in different lighting conditions.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.