Discover the Natural Recycled Paper Texture Seamless high resolution up to 8k, a meticulously crafted, tileable AI texture designed to replicate the authentic look and feel of recycled paper. This texture captures the organic composition of paper made from recycled fibers, where cellulose pulp is combined with natural binders and subtle mineral fillers to create a fibrous, porous substrate. The surface finish reflects the slightly rough, matte character typical of recycled paper, showcasing delicate grain orientation and a mild weathered appearance that enhances realism. Warm, muted beige and off-white tones with soft variations in pigment distribution are faithfully represented in the BaseColor/Albedo channel, while the Normal map conveys the fine fiber relief and subtle creases inherent to recycled paper sheets.
Engineered for modern 3D pipelines, this tileable natural recycled paper texture seamless high resolution up to 8k maintains exceptional clarity and cohesion even when applied to large UV islands. Its Roughness channel captures the naturally uneven surface finish, providing a balanced scattering of light without unwanted gloss, while the Metallic channel remains neutral, reflecting the organic, non-metallic nature of the material. The Ambient Occlusion map emphasizes slight fiber overlaps and subtle surface depressions, adding depth and realism, and the Height/Displacement channel accurately simulates the tactile surface undulations typical of recycled paper, enhancing parallax effects in real-time engines and cinematic renders alike.
Optimized for seamless integration in Blender, Unity, and Unreal Engine, this texture requires minimal setup to deliver high-fidelity results in both real-time scenes and offline rendering workflows. The high resolution up to 8k ensures crisp detail on close inspection, ideal for level dressing, material studies, and photorealistic 3D previews. For best results, it is recommended to slightly adjust the UV scale to avoid repetitive patterns and fine-tune the roughness to match environmental lighting conditions. Incorporating a subtle ambient occlusion layer and a light normal pass can further enhance surface breakup without over-sharpening, making this texture a versatile addition to any material library focused on natural, sustainable paper surfaces.
The AI-generated natural recycled paper texture seamless high resolution up to 8k offers a detailed and consistent paper texture ideal for PBR applications requiring a natural recycled paper texture seamless high resolution up to 8ktexture with enhanced material realism.
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.
