This seamless 3D texture presents an authentic rough chipboard surface captured at an impressive 8K resolution, designed specifically for physically based rendering (PBR) workflows. The material composition mimics traditional wood-based chipboard, where wood fibers and wood chips are bonded with synthetic adhesives under pressure to form dense, rigid panels. The surface reveals distinct fiber exposure and visible sanding marks, highlighting the natural grain orientation and pressed knots within the substrate. Sanded edges contribute additional realism by showcasing the subtle wear and fine abrasions typical of chipboard panels finished for furniture or architectural applications. The texture’s porosity and slight surface irregularities are carefully represented to reflect a tactile, unfinished wooden feel, while neutral flat lighting ensures consistent, versatile use across various lighting environments.
In the PBR channels, the BaseColor/Albedo map captures the warm, muted tones of natural wood fibers interspersed with subtle color variations from embedded pigments and oxidized areas. The Normal map accurately conveys the roughness of the sanded surface as well as the exposed fiber details and knots, giving depth to the panel’s tactile qualities. The Roughness map balances matte and semi-smooth areas, simulating the varying sanding pressure and fiber density that influence light diffusion. There is no metallic component in this organic material, so the Metallic map remains black, while the Ambient Occlusion channel enhances the perception of crevices and fiber overlaps for greater dimensionality. Height/Displacement maps are finely tuned to emphasize the chipboard’s pressed layers and sanded edges, allowing realistic parallax and surface relief effects in real-time engines.
Optimized for seamless tiling and high fidelity, this 8K chipboard rough PBR texture is fully compatible and Unreal Engine, Blender, and Unity ready, making it ideal for photorealistic furniture models, interior visualizations, and detailed architectural renders. To maximize realism, it is recommended to carefully adjust the UV scale to maintain natural grain proportions, and fine-tune roughness values to suit the lighting conditions of your scene. This attention to detail ensures that the chipboard material integrates seamlessly with other natural surfaces, offering versatility for a wide range of 3D projects requiring authentic rough chipboard panels with detailed edges and fiber characteristics.
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.
