Foam Eva Closed Cell free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Foam Eva Closed Cell

Texture Info

IDfoam-eva-closed-cell
CategoryPlastic
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

The foam EVA closed cell texture is a meticulously AI-generated seamless pattern designed to replicate the unique microstructure and surface characteristics of ethylene-vinyl acetate (EVA) foam with closed-cell construction. This polymer-based material is composed of tiny, airtight cells that provide a lightweight yet durable substrate, commonly used in plastic applications requiring cushioning, insulation, or impact resistance. The texture captures the subtle variations in cell size and distribution, while simulating the slightly matte, soft-touch finish typical of EVA foam. Its coloration reflects natural pigment dispersion within the polymer matrix, presenting a consistent but non-uniform base color in the BaseColor/Albedo map. The finely detailed surface topology, including the low-relief bumps and interstitial cell walls, is encoded in the Normal and Height/Displacement maps, giving the texture tactile depth and structural authenticity without compromising seamless tiling across vast areas.

Engineered with precision, this tileable foam EVA closed cell texture maintains structural integrity and micro-detail fidelity, making it an excellent choice for diverse plastic textures in real-time scenes, cinematic renders, and level dressing. The comprehensive PBR map collection includes Roughness maps that simulate the foam’s soft, slightly diffuse surface reflectivity, Metallic channels set to zero reflecting its non-metallic nature, and Ambient Occlusion maps that enhance the perception of depth within the intercellular spaces. With a high-resolution output reaching up to 8K, this AI texture foam EVA closed cell supports detailed visualization and close-up 3D preview workflows in leading software like Blender, Unreal Engine, and Unity, ensuring optimal clarity and sharpness for both realtime and offline rendering pipelines.

For practical implementation, adjusting the UV scale is recommended to balance the apparent size of the foam cells relative to the scene’s scale, preventing repetitive patterns or unnatural stretching. Fine-tuning roughness values can help adapt the foam’s tactile appearance to different lighting environments, enhancing realism by controlling surface reflectivity and glossiness. Additionally, subtle use of the Height or Displacement maps can add convincing surface relief, improving light interaction and emphasizing the characteristic closed-cell foam texture, thereby accelerating your plastic material workflows across diverse 3D projects with a seamless foam EVA closed cell pattern that integrates naturally and consistently.

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.