The Smooth Polyethylene Texture Seamless high resolution up to 8ktexture represents a meticulously crafted polymer surface that captures the intrinsic qualities of smooth polyethylene, a versatile plastic material widely used in industrial and consumer applications. This AI texture features a uniform, non-porous polymer base substrate characterized by low surface roughness and minimal grain orientation, reflecting polyethylene’s inherently smooth and slightly waxy finish. The surface is free of weathering effects, presenting a pristine, polished look with subtle micro-variations that enhance realism without disrupting seamless tiling. Colorants are neutral, mimicking the natural off-white to light grey hues typical of unpigmented polyethylene, with no metallic components, ensuring an authentic plastic appearance across PBR channels.
In terms of physically based rendering (PBR), this tileable smooth polyethylene texture seamless high resolution up to 8k excels in delivering production-ready results. The BaseColor/Albedo channel accurately portrays the soft, consistent tone of polyethylene, while the Normal map encodes fine surface undulations and micro-detail that prevent flatness and add tactile depth. Roughness maps highlight the smooth, slightly reflective nature of the polymer surface, avoiding harsh specular reflections typical of polished plastics. The Metallic channel remains near zero, as polyethylene is a non-metallic polymer, whereas Ambient Occlusion subtly enhances crevices and soft shadows to ground the texture in 3D environments. Height or Displacement maps provide gentle surface relief to simulate the fine topography of the molded plastic, suitable for parallax effects or subtle bumping.
Generated to accelerate plastic workflows, this seamless smooth polyethylene texture seamless high resolution up to 8ktexture tiles flawlessly, enabling artists and designers to cover large surfaces without visible seams or distortion. Its high resolution up to 8k ensures crisp detail even in close-up 3D previews within Blender, Unity, and Unreal Engine, streamlining look development, environment art, architectural visualization, and concept prototyping. For optimal results, it is recommended to maintain consistent texel density across all assets and carefully adjust UV scale to avoid pattern stretching. Additionally, tuning roughness values can help simulate different finish levels from matte to semi-gloss, adapting the texture for various plastic product designs or environmental lighting conditions.
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.
