The honeycomb plastic board texture is an expertly designed AI-generated material that authentically replicates a polymer-based substrate characterized by a distinctive honeycomb surface pattern. This plastic board is composed of a durable polymer matrix, carefully bonded together with high-performance adhesives to form a lightweight yet rigid structure. The honeycomb grain orientation is consistent throughout the material, contributing to its structural integrity and visual uniformity. The surface finish exhibits a smooth, subtly matte appearance with slight micro-roughness that reduces glare while preserving optical clarity. Embedded pigments provide a uniform base color, ensuring a clean and modern look, while the texture’s minimal porosity simulates a solid plastic panel optimized for architectural and industrial applications. Weathering effects are intentionally minimized to maintain the board’s pristine aesthetic, enhancing its resistance to environmental stressors such as UV exposure and moisture.*
This seamless honeycomb plastic board texture includes a comprehensive PBR set with high-resolution maps up to 8K, delivering exceptional detail even on expansive UV surfaces. The BaseColor/Albedo map captures nuanced color variations and pigmentation within the polymer substrate, while the Normal map accurately simulates the honeycomb depth and microstructure, creating realistic surface relief. The Roughness map conveys the semi-matte finish, allowing nuanced control over glossiness to replicate anything from lightly textured plastic to a polished sheen. The Metallic map remains near zero, reflecting the inherently non-metallic nature of the plastic material. Ambient Occlusion enhances the perception of depth inside each honeycomb cell, and the Height/Displacement map provides precise elevation data that enriches parallax and displacement effects in advanced rendering workflows.*
Optimized for seamless integration with industry-standard 3D software and game engines such as Blender, Unreal Engine, and Unity, this tileable honeycomb plastic board texture simplifies workflow with minimal setup. Its seamless tiling ensures the honeycomb pattern repeats flawlessly across large surfaces without visible seams, maintaining visual consistency throughout any project. For optimal results, it is recommended to keep texel density consistent when mapping UVs to avoid stretching or distortion of the honeycomb pattern. Additionally, adjusting the Roughness map can help achieve the perfect surface reflectivity, whether aiming for a subdued matte look or a slightly glossier plastic finish. Utilizing the Height/Displacement map in real-time applications further enhances tactile realism, making this texture ideal for architectural visualization, product design, game assets, and cinematic environments.*
Overall, this AI texture honeycomb plastic board offers a versatile and high-fidelity material solution tailored to meet the demands of modern 3D pipelines. Its precise composition and rich PBR channels deliver crisp, detailed visuals that hold up under close inspection and extensive scaling. Whether used to enhance architectural projects, refine product prototypes, or build immersive game worlds, this plastic texture ensures professional, cohesive results with seamless compatibility across leading 3D engines and software. The included real-time 3D preview enables immediate evaluation and fine-tuning, streamlining material refinement and integration into any creative workflow.
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.
