Acoustic Panels Studio Foam Wedges Tiles | Free PBR free download

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

Preview — Acoustic Panels Studio Foam Wedges Tiles | Free PBR

IDacoustic-panels-studio-foam-wedges-tiles-free-pbr
Plastic
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-quality, seamless PBR texture accurately represents acoustic panels made from studio foam wedges, expertly designed to simulate the intricate material properties of sound-absorbing tiles. The base substrate consists of a lightweight polymer foam with an open-cell structure that significantly enhances sound diffusion and absorption. This foam matrix is typically bound by flexible adhesives that maintain the precise wedge shapes while ensuring long-lasting durability. Within the foam, fine fibers contribute to its porosity and irregular grain orientation, which play a crucial role in breaking up sound waves and minimizing echo. The surface finish is naturally matte and slightly rough, reflecting the authentic tactile feel of acoustic foam, with subtle coloration achieved through organic dyes or engineered pigments that provide a soft, muted tone without any gloss or metallic shine.

In the PBR workflow, these material characteristics are carefully captured across multiple texture channels to maximize realism and practical usability in 3D environments. The BaseColor (Albedo) channel accurately depicts the foam’s primary color and the subtle variations caused by its porous surface texture. The Normal map emphasizes the distinctive wedge geometry and fine surface undulations, enhancing depth perception and spatial complexity. Roughness values remain consistently high, reflecting the foam’s diffuse, non-reflective nature, while the Metallic channel stays black, as the polymer foam contains no metallic elements. Ambient Occlusion maps add shadow detail within the recessed areas between the wedges, improving spatial definition and realism. Finally, the Height or Displacement map encodes the three-dimensional relief of the foam wedges, enabling realistic parallax effects and geometry displacement in advanced render engines.

This texture is provided at an impressive 8K resolution, ensuring outstanding detail and clarity suitable for close-up renders in Blender, Unreal Engine, and Unity. Its seamless design allows for effortless tiling across large surfaces without visible repetition, making it ideal for virtual studio environments, architectural visualizations, or product presentations. For optimal results, it is recommended to carefully adjust the UV scale to maintain the natural size and proportions of the foam wedges relative to your model. Additionally, fine-tuning the roughness channel can help simulate variations in foam density or subtle aging effects by subtly increasing or decreasing surface reflectivity, while modifying the height map can enhance parallax depth, adding an extra layer of immersive realism to your scenes.

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.