This seamless 8K photorealistic 3D PBR texture captures an intricate oil spill scenario on wet wood, showcasing the complex interaction between viscous oil droplets and an organic wooden surface. The base substrate is natural wood, characterized by visible grain orientation, subtle porosity, and moisture saturation that contribute to the overall tactile realism. The oil spill layer appears as a glossy, slippery film with a distinctive oil sheen, reflecting a combination of sticky and fluid properties that cling unevenly to the wet wood fibers. This interplay between the oil’s metallic reflections and the wood’s rough, weathered surface finish is precisely rendered to emphasize both the organic texture and the slick, oily highlights typical of such environmental conditions.
In terms of PBR channels, the BaseColor/Albedo map presents a rich palette of deep browns from the wet wood merged with translucent amber hues from the oil spill, enhanced by subtle color variations that mimic natural staining and moisture absorption. The Normal map delivers detailed surface relief, capturing the fine grain of the wood and the raised edges of individual oil droplets, enhancing the tactile depth and realism. The Roughness channel skillfully balances the contrast between the matte, weathered wood and the highly reflective oily sheen, offering a convincing slippery surface. Metallic values are minimal, consistent with organic wood, while the oil spill introduces localized specular highlights that simulate its semi-metallic reflections. Ambient Occlusion adds depth to the grain crevices and droplet boundaries, and the Height/Displacement map accentuates the three-dimensional form of droplets and wood fibers, essential for parallax and displacement effects in real-time engines.
This texture is optimized for 8K resolution, ensuring maximum detail and sharpness when applied to close-up renders or large-scale environments. It is fully compatible and ready for seamless integration in Blender, Unreal Engine, and Unity workflows, supporting physically based rendering pipelines. For best results, adjust the UV scale to maintain realistic droplet size and wood grain proportion, and fine-tune the Roughness parameter to match the intended wetness level—lower roughness values increase the slippery, reflective quality of the oil spill, while slightly higher values preserve the natural matte aspects of damp wood. This makes the texture ideal for industrial or natural scenes requiring authentic wet wood surfaces with oily moisture, such as forest floors affected by spills, factory woodwork, or weathered outdoor decking with contamination.
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.
