Fiberglass Mat Random Strands texture represents a meticulously crafted, high-resolution material designed to replicate the intricate composition of fiberglass mats used within the plastic category. This texture captures the complex interplay of mineral-based glass fibers randomly oriented and embedded in a polymer resin binder, forming a non-woven mat with distinctive strand patterns. The natural randomness and subtle variations in strand thickness, spacing, and overlap create a porous, yet cohesive surface that reflects the unique fibrous structure. The surface finish simulates a slightly matte to semi-gloss appearance typical of fiberglass mats, with subtle variations in roughness and slight surface undulations caused by the fiber bundles and resin matrix. Colorants are represented through muted off-white to pale beige tones with occasional grayish hues, mimicking the natural coloration of fiberglass strands combined with resin pigments and occasional oxide layers from manufacturing or weathering processes.
This tileable fiberglass mat random strands texture is optimized for physically based rendering workflows, featuring a complete PBR map set including BaseColor/Albedo, Normal, Roughness, Metallic, Ambient Occlusion, and Height/Displacement channels. The BaseColor map conveys the organic color variation of the fiberglass strands and resin binder, while the Normal map accentuates the fine surface detail and fiber orientation, enhancing the perception of depth and texture. The Roughness map controls surface reflectivity, balancing between the semi-matte resin and the slightly glossy fiber bundles, whereas the Metallic map is intentionally subdued, reflecting the non-metallic nature of the material. Ambient Occlusion adds realistic shadowing in fiber intersections and recesses, and the Height/Displacement map introduces subtle relief to replicate the raised strands and resin contours, contributing to a tactile, realistic surface finish. Delivered in resolutions up to 8K, this seamless fiberglass mat random strands texture ensures exceptional clarity and cohesion even on large UV islands, perfectly suited for modern 3D pipelines and real-time 3D preview in Blender, Unreal Engine, and Unity environments.
Designed to meet the demands of architectural visualization, game development, product mockups, and interior staging, this tileable fiberglass mat random strands texture seamlessly integrates into various workflows. The AI-generated texture balances crisp detail with controlled noise to maintain a natural, believable appearance without visible tiling artifacts. For optimal results, adjusting the UV scale is recommended to preserve the random strand distribution and avoid distortion. Fine-tuning the roughness map can help achieve the desired surface effect—lower values enhance the glossy, plastic-like resin finish, while higher roughness values emphasize the fibrous, matte characteristics of the mat. Additionally, employing the displacement map for subtle height or parallax effects adds convincing depth and surface breakup, enriching the material’s tactile realism without oversharpening. This versatile and realistic fiberglass mat random strands texture offers reliable performance and visual fidelity across diverse applications and platforms.
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.
