Seamless Carpet 015 by Textures – PBR 3D Texture (8K ready) free download

. Formats: PNG . Free for personal & commercial use.

Preview — Seamless Carpet 015 by Textures – PBR 3D Texture (8K ready)

IDcarpet-015-by-textures-pbr-seamless-8k
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Carpet 015 by Textures is a meticulously crafted PBR 3D texture designed to replicate the intricate composition and material qualities of a high-quality red fabric carpet. Its base substrate features an organic textile weave composed of densely packed fibers that create a soft tactile surface. Fine yarns interlock with subtle variations in grain orientation producing natural irregularities visible throughout the texture. The binding elements simulate typical polymer-based adhesives maintaining fiber cohesion while allowing slight porosity. This porosity influences how light scatters and is absorbed contributing to the carpet’s realistic appearance. The surface finish is matte with a gentle fibrous fuzziness reflecting the diffuse slightly worn look characteristic of woven carpets. Rich red pigments likely a blend of synthetic dyes imbue the base color while underlying oxide layers subtly enhance tonal depth and saturation across the fabric’s surface adding complexity and authenticity.

These carefully observed material traits translate seamlessly into the PBR workflow to deliver physically accurate shading. The BaseColor (Albedo) map captures vivid red hues and the fine fiber patterns without baked-in lighting preserving color fidelity in various lighting conditions. Normal maps emphasize the weave’s subtle relief and fiber structure lending convincing depth and tactile detail under directional illumination. The Roughness map reflects the carpet’s matte finish with moderate roughness values that softly scatter highlights preventing any unwanted glossiness. Since this texture simulates an organic non-metallic fabric the Metallic map remains black reinforcing the material’s natural qualities. Ambient Occlusion enhances subtle shadowing within fiber intersections and crevices while the Height/Displacement map adds dimensionality by simulating surface elevation changes making it ideal for parallax effects or tessellation techniques.

Optimized for seamless tiling Carpet 015 scales cleanly across large surfaces without visible seams or distortion supporting resolutions from 1K up to an impressive 8K for crisp detail even in close-up renders. This texture is fully compatible with major rendering engines such as Blender Unreal Engine and Unity. In Blender’s Principled BSDF shader it integrates effortlessly and Unreal Engine users can easily use the Base Color Roughness Normal and AO maps within their materials. Unity’s URP and HDRP pipelines also support this texture through connections to the Lit shader enhancing workflow flexibility across platforms.

For best results maintain consistent texel density when applying this texture across your scene to ensure uniform detail. Experiment with height or parallax mapping combined with the normal map to amplify surface depth and realism. Adjusting the roughness scale can also help fine-tune the matte finish to suit different lighting scenarios. When importing remember to set the Base Color texture to sRGB for accurate color representation while assigning roughness normal AO and height maps to non-color data to preserve their shading integrity. Seamless Carpet 015 stands as a versatile high-quality resource for photorealistic carpet materials in modern PBR rendering workflows.

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

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