AI-Generated Seamless PBR Texture — Realistic human eye iris texture violet iris with visible red blood vessels scler… free download

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

Preview — AI-Generated Seamless PBR Texture — Realistic human eye iris texture violet iris with visible red blood vessels scler…

IDai-generated-seamless-pbr-texture-realistic-human-eye-iris-texture-violet-iris-with-visible-red-bloo-10172
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture offers an exceptionally realistic representation of a human eye iris featuring a striking violet coloration with intricate visible red blood vessels and a subtly veined sclera. Designed with a flat centered front view this tileable texture captures the organic complexity of the iris’s fibrous structure and the sclera’s delicate vascular network. The base substrate mimics organic tissue with fine fiber orientation that suggests natural depth and translucency. The texture’s surface finish appears smooth and slightly moist reflecting the natural glossiness of the eye’s corneal layer while maintaining a balanced neutral background to ensure consistent integration in diverse scenes.

In terms of materials and PBR composition the BaseColor/Albedo channel conveys the vibrant violet iris pigments interspersed with red capillaries and the subtle off-white sclera with small veins. The Normal map encodes delicate microstructures of the iris fibers and the subtle undulations of the scleral surface enhancing tactile realism. Roughness values are finely tuned to replicate the eye’s semi-glossy slightly wet appearance producing a physically plausible light response with correct micro-roughness behavior. The texture exhibits negligible metallic properties consistent with organic tissue reflected in the Metallic channel. Ambient Occlusion subtly emphasizes the depth within the iris folds and the scleral recesses while the Height/Displacement map supports realistic parallax and depth effects making the iris appear dynamically three-dimensional under various lighting conditions.

Optimized for high-detail workflows this 8K resolution texture is fully compatible and ready for integration into major real-time and offline rendering pipelines including Unreal Engine Unity and Blender. Its seamless tileable design ensures a non-repeating look when applied across large surfaces or props ideal for environments character eyes or architectural visualization projects requiring photorealistic close-ups. The clean consistent detail and neutral color balance facilitate easy adaptation and customization within various lighting setups and scene compositions.

For practical use it’s recommended to carefully adjust the UV scale to maintain the iris’s natural proportions and tune the roughness parameter slightly higher to avoid overly glossy reflections in certain lighting scenarios. This texture includes guidelines for lighting scale and usage to maximize visual fidelity across multiple rendering contexts ensuring a physically plausible and visually compelling material response that enhances realism in any digital asset or scene.

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.