AI-Generated Seamless PBR Texture — Realistic human eye texture small pupil and iris large white sclera with red vein… free download

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

Preview — AI-Generated Seamless PBR Texture — Realistic human eye texture small pupil and iris large white sclera with red vein…

IDai-generated-seamless-pbr-texture-realistic-human-eye-texture-small-pupil-and-iris-large-white-scler-10174
Generated textures
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This AI-generated seamless PBR texture presents a highly realistic human eye surface designed with meticulous attention to the organic materials and complex composition of the ocular anatomy. The base substrate mimics the soft moist polymeric nature of the sclera composed primarily of collagen fibers embedded in a hydrated gel-like matrix giving it subtle translucency and a smooth polished finish. The large white sclera area features fine red veins representing microcapillaries embedded beneath the surface which are rendered as delicate high-detail patterns in the texture’s BaseColor and Normal maps. The iris displays a violet pigment with a detailed radially patterned fiber orientation that reflects the natural iris structure while the small pupil area is accurately modeled to maintain a consistent flat black appearance without reflections or shadows emphasizing the texture’s physically plausible response across PBR channels.

In terms of material channels the BaseColor (Albedo) captures the neutral yet vibrant color balance of the eye including the pinkish edges near the corners and the red veins intricately woven into the sclera. The Normal map provides depth to the fine veins and iris fibers enhancing the micro-roughness and subtle surface undulations without creating harsh shadows or highlights supporting a realistic ambient occlusion effect. The Roughness channel is calibrated to simulate the slightly glossy moist surface typical of a living eye while the Metallic map remains near zero consistent with the organic non-metallic nature of the eye tissue. Height and displacement maps subtly enhance the three-dimensionality of the iris pattern and vein protrusions allowing for precise parallax effects in real-time rendering. Ambient Occlusion adds soft shadowing in the crevices where veins meet the sclera improving overall depth perception in offline and real-time engines.

Optimized for workflows ranging from 1K to 8K resolution this texture is fully tileable and seamless ensuring consistent detail without repetition artifacts suitable for high-fidelity projects in Blender Unreal Engine and Unity. It is ideal for use in environments character props and architectural visualization where realistic human eye rendering is required. For practical application it is recommended to adjust the UV scale to match the model’s iris size accurately and fine-tune roughness to balance wetness and diffuse reflection enhancing realism in both close-up and distant views. The texture includes comprehensive guidelines for lighting setups and scale calibration to ensure seamless integration across various rendering pipelines making it a versatile asset for both real-time and offline rendering scenarios.

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.


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AITEXTURED Tools

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