AI-Generated Seamless PBR Texture — Realistic human eye iris texture small pupil and iris violet iris with visible re… free download

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

Preview — AI-Generated Seamless PBR Texture — Realistic human eye iris texture small pupil and iris violet iris with visible re…

IDai-generated-seamless-pbr-texture-realistic-human-eye-iris-texture-small-pupil-and-iris-violet-iris-10173
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture captures the intricate organic complexity of a realistic human eye iris featuring a small pupil and violet iris with finely detailed red blood vessels and subtle scleral veins. The base substrate mimics the soft translucent organic tissue structure of the iris and sclera with micro-scale fiber orientation that influences light scattering and translucency. The texture’s surface finish is smooth yet subtly varied to reflect natural moisture and curvature offering a physically-plausible response with accurate micro-roughness behavior in the roughness channel. The colorants include violet pigments layered with delicate red veining which are precisely represented in the BaseColor (Albedo) map to maintain a neutral balanced color profile that enhances realism without oversaturation. The non-metallic nature of the organic eye tissue is reflected in the metallic map being fully black while the ambient occlusion captures subtle shadowing within the iris crevices enhancing depth perception in real-time applications.

The Normal and Height maps bring out the fine surface detail of the iris fibers and the scleral veins creating a realistic sense of depth and curvature suitable for close-up renders. The height/displacement data is optimized to avoid harsh parallax distortions yet provides sufficient relief for physically based rendering pipelines. This texture is designed at an ultra-high resolution of up to 8K ensuring exceptional clarity and detail for workflows ranging from detailed archviz and character close-ups to game environments. It is fully tileable and seamless making it easy to integrate without visible repetition in Unreal Engine Unity and Blender. The flat centered front view is ideal for direct application on eye models providing consistent results across diverse lighting conditions and render settings.

To maximize realism and performance it is recommended to adjust the UV scale carefully to match the target iris size maintaining the small pupil and iris proportions for accurate anatomical representation. Additionally fine-tuning the roughness values can help simulate the natural wetness and sheen of the eye surface enhancing the texture’s interaction with light in both real-time and offline rendering pipelines. This AI-generated texture includes detailed guidelines for lighting scale and usage ensuring seamless integration into complex materials setups and diverse digital content creation 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

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.