The Synthetic Parchment Texture Seamless high resolution up to 8k presents a meticulously crafted material that simulates a polymer-based parchment substrate. This texture captures the subtle interplay of synthetic fibers and carefully blended binders, resulting in a smooth yet slightly fibrous surface that echoes the tactile qualities of traditional parchment with enhanced durability. The surface finish is matte with a faintly weathered appearance, showcasing delicate grain orientation and controlled porosity that hints at fine micro-creases and natural wear. Colorants in this texture comprise muted off-white tones with slight warm undertones, emulating aged paper pigments and subtle oxide layers that give the synthetic parchment its authentic, timeless look. These details collectively render a convincing paper texture ideal for various digital materials and environments.
In terms of physically based rendering (PBR) channels, the BaseColor/Albedo map emphasizes the nuanced, uneven pigmentation and natural discoloration inherent in parchment, while the Normal map highlights the fine fiber grain and micro-relief that create depth and tactile variation. The Roughness channel balances smooth and rough patches, conveying the semi-matte finish with soft light diffusion, and the Metallic map remains near zero, reflecting the non-metallic polymer composition. Ambient Occlusion enhances subtle creases and edges, adding realism to folds or overlaps, and the Height/Displacement map captures microscopic surface irregularities to enhance parallax effects and detail in close-up views. This comprehensive channel setup ensures the synthetic parchment texture integrates naturally in real-time scenes and cinematic renders.
Available in seamless, tileable formats such as PNG and WEBP, this texture supports ultra-high resolution up to 8k, allowing it to scale elegantly across large surfaces without visible seams or pixelation. Its design ensures compatibility with leading 3D software and engines, including Blender, Unity, and Unreal Engine, requiring minimal setup for immediate use in level dressing, material studies, or environment creation. For optimal results, users may adjust the roughness intensity to match specific lighting conditions or fine-tune the UV scale to maintain the appropriate texture density relative to scene scale, ensuring the synthetic parchment material remains grounded and believable within diverse projects.
This tileable synthetic parchment texture seamless high resolution up to 8k combines AI texture generation with paper textures to create a realistic PBR appearance, enhanced by a 3D preview for precise material evaluation.
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.
