This seamless 8K resolution PBR 3D texture portrays thick viscous droplets resting on a freshly applied wet paint surface, capturing the intricate interplay between liquid adhesion and surface tension. The base substrate mimics a smooth polymer or metal panel coated with a glossy, high-viscosity paint binder that retains moisture and thickness, resulting in prominently raised droplets. Fine pigment particles and colorants within the paint create subtle variations in hue and translucency, while the binder’s sticky nature is reflected in the texture’s detailed surface finish, exhibiting natural cohesion and droplet clustering. The texture’s porosity is minimal, emphasizing a polished, non-porous wet surface where thick droplets maintain their shape and glossy sheen under environmental lighting. Slight weathering effects are absent, underscoring a pristine, freshly painted appearance with vivid color saturation and wetness.
In the PBR material channels, the BaseColor/Albedo layer captures the deep, saturated paint pigments combined with the translucent gloss of the viscous drops. The Normal map enhances the pronounced droplet geometry and subtle surface undulations, providing realistic depth and tactile detail. Roughness values are carefully tuned to reflect the wet, sticky nature of the droplets—low roughness on the droplet surfaces produces sharp, mirror-like highlights, while slightly higher roughness around the paint helps define edges and transitions. The Metallic channel remains neutral to reflect the organic polymeric or painted surface without metal influence. Ambient Occlusion subtly enhances the shadowing beneath droplets, increasing the perception of volume and adhesion, while Height/Displacement maps emphasize the thick, raised nature of the viscous droplets, supporting realistic parallax and depth effects in real-time engines.
Designed for seamless tiling, this texture is ideal for photorealistic renders in Blender, Unreal Engine, and Unity, supporting high-fidelity visualization in both artistic and industrial contexts. Practical usage tip: to maximize realism, adjust UV scale carefully to maintain droplet size consistency relative to the painted object’s dimensions, and modulate roughness dynamically to simulate drying stages or varying wetness across the surface. This ensures a versatile material setup that convincingly portrays the complex liquid behavior and glossy, sticky finish of thick viscous droplets on a wet painted substrate.
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.
