Absorbent Microfiber Terry — Terry Woven Textile Microfiber Terry Woven — PBR seamless 3D texture free download

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

Preview — Absorbent Microfiber Terry — Terry Woven Textile Microfiber Terry Woven — PBR seamless 3D texture

IDterry-cloth-blue-absorbent-microfiber-terry-woven-textile
Fabric
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The absorbent microfiber terry cloth texture is a finely woven textile crafted primarily from polymer-based microfiber fibers expertly knitted into the characteristic looped structure of terry fabrics. This fabric’s composition features densely packed ultra-soft raised loops and looped fibers that provide exceptional plushness and superior moisture-wicking properties. The microfiber base substrate enhances the fabric’s porosity enabling rapid absorption and breathability while maintaining durability through traditional terry weaving techniques. Carefully integrated blue pigments are embedded within the fibers to ensure a consistent vibrant color that retains its richness under varied lighting conditions without fading or manual correction. The surface finish presents a natural soft matte appearance that highlights the subtle variations in fiber density and loop height emphasizing the fabric’s tactile depth and plush softness.*

In physically based rendering (PBR) workflows this terry woven textile is represented through a comprehensive set of optimized maps designed for realistic material simulation in both real-time and offline engines such as Blender Unreal Engine and Unity. The Albedo (BaseColor) map captures the vivid blue hues and subtle color shifts inherent to the dyed microfiber fibers. The Normal map intricately details the raised loops and knitted fiber structure delivering convincing surface depth and tactile realism. Roughness values are finely tuned to replicate the soft diffuse finish of terry cloth scattering light gently to avoid unwanted glossiness while the Metallic map remains minimal reflecting the non-metallic nature of the synthetic polymer fibers. Ambient Occlusion enhances the shadowed recesses within the looped fibers and fabric folds adding dimensionality and the Height (Displacement) map records the elevation differences from the raised loops supporting enhanced parallax and depth effects in compatible shaders.*

This seamless 3D texture is offered in ultra-high-resolution 4K format with an optional upgrade to 8K for projects demanding outstanding clarity and detail. Fully tileable and physically based it integrates seamlessly into modern digital content creation pipelines across platforms provided in flexible PNG and EXR formats for compatibility. For optimal realism it is recommended to carefully adjust the UV scale to maintain the natural size and proportion of the terry loops ensuring accurate fabric simulation. Additionally fine-tuning the roughness map according to the specific lighting environment will achieve balanced light scattering enhancing the fabric’s soft and absorbent qualities. This texture set is a reliable choice for rendering soft plush and absorbent microfiber terry cloth materials in demanding 3D projects.*

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.