The fine autumn leaves texture seamless high resolution up to 8ktexture presents an exceptionally detailed and organic surface that emulates the natural complexity of fallen autumn foliage. Its base substrate is crafted to mimic the intricate cellular and fibrous structures found in real leaves, with subtle grain orientation and delicate veins that contribute to a highly realistic tactile pattern. The surface finish reflects the natural weathering and slight porosity of dried leaves, showing gentle edge wear and soft textural variations that suggest the natural drying and decay process. The color palette captures the warm and rich pigments typical of autumn foliage, blending deep ambers, burnt siennas, and muted ochres through carefully balanced organic dyes and pigment layers. This composition ensures the texture maintains a natural randomness while remaining perfectly tileable, avoiding repetitive visual artifacts essential for believable foliage textures in 3D environments and 3D preview applications.
In terms of physically based rendering (PBR) channels, the BaseColor or Albedo map reveals the nuanced autumnal coloration and subtle translucency characteristic of leaf tissue, while the Normal map accentuates fine surface details such as veins, gentle undulations, and fiber textures, adding depth and tactile realism. The Roughness channel is finely tuned to replicate the matte, slightly brittle finish of autumn leaves, avoiding any unnatural glossiness or artificial reflections. The Metallic channel remains near zero, accurately reflecting the organic, non-metallic nature of the leaf substrate. Ambient Occlusion enhances crevices and overlapping leaf layers, improving visual depth and realism, while the Height or Displacement map offers subtle surface relief to boost parallax effects, enriching immersive 3D preview experiences. This tileable fine autumn leaves texture seamless high resolution up to 8ktexture is optimized for seamless integration into modern digital content creation pipelines, making it fully compatible with Blender, Unity, and Unreal Engine with minimal setup.
Designed to accelerate and streamline foliage workflows, the ai texture fine autumn leaves texture seamless high resolution up to 8k is ideal for environment artists, concept designers, and architectural visualization professionals seeking high fidelity autumn leaf surfaces. The high resolution up to 8k ensures sharpness and detail retention even on large UV islands, making it perfect for close-up renders or expansive outdoor scenes. For optimal results, adjusting the UV scale to balance detail density against performance is recommended, alongside subtle roughness tuning to match specific lighting conditions. Additionally, combining this texture with a light ambient occlusion pass and a gentle normal map overlay can further enhance surface breakup and realism without oversharpening. This seamless fine autumn leaves texture seamless high resolution up to 8k offers a versatile, visually rich, and stable solution for any 3D foliage project requiring authentic autumn leaf textures and natural detail.
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.
