This dirty recycled paper texture seamless high resolution up to 8ktexture captures the authentic characteristics of recycled paper materials, presenting a richly detailed base substrate composed primarily of organic fibers reclaimed from post-consumer waste. These fibers intertwine with natural binders and residual adhesives, creating a visibly rough and porous surface that reflects the uneven grain orientation and subtle weathering effects typical of recycled paper sheets. The surface finish is matte and slightly fibrous, exhibiting natural discolorations and embedded impurities that add to its worn, tactile appeal. Colorants manifest as muted earth tones with sporadic off-white and gray hues, mimicking pigments and dyes absorbed unevenly during the paper-making process. This complex interplay of physical and chemical elements is faithfully represented across PBR channels, where the BaseColor/Albedo channel reveals subtle color variations and dirt patterns, the Normal map highlights fiber relief and surface imperfections, and Roughness values emphasize the paper’s coarse texture. The Metallic channel remains minimal, reflecting the organic, non-metallic nature of the substrate, while Ambient Occlusion and Height/Displacement maps accentuate fine depth details and creases, enhancing dimensionality in 3D environments.
Designed for seamless tiling, this tileable dirty recycled paper texture seamless high resolution up to 8k is ideal for covering extensive surfaces without visible repetition, making it a versatile asset for cinematic renders, real-time scenes, level dressing, and material studies. Its exceptional 8K resolution ensures every fiber and weathered mark is crisply defined, providing unmatched clarity and realism in Blender, Unity, and Unreal Engine workflows. The texture is carefully tuned to avoid common repetitive artifacts often produced by auto-generated assets, ensuring stable and predictable results across diverse projects. For optimal visual fidelity, it is recommended to maintain consistent texel density across your models and adjust UV scaling uniformly to prevent stretching. Additionally, fine-tuning the roughness map can help balance the paper’s matte finish, while subtle height adjustments enhance parallax effects for added realism in close-up views.
This AI-generated seamless dirty recycled paper texture offers a seamless high resolution up to 8k with detailed paper textures and an accurate 3D preview for realistic PBR material visualization.
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.
