The Dirty Shingle Roof Texture Seamless high resolution up to 8ktexture is a meticulously crafted asset designed to replicate the complex material composition and weathered appearance of traditional shingle roofing. The base substrate of this texture simulates organic wood shingles, characterized by an uneven grain orientation and subtle fibrous details that convey natural porosity and surface wear. The binders and adhesives, typically tar or bitumen-based in real shingles, are visually implied through darkened crevices and slight discolorations, while accumulated dirt and environmental pigment layers add realistic grime and oxide hues. This combination results in a surface finish that appears rough and matte, with occasional weathered patches exhibiting faded pigment layers and slight moss or lichen growth, enhancing its authentic aged character.
In physically based rendering (PBR) workflows, this texture excels by distributing its material properties across multiple channels to maximize realism. The BaseColor or Albedo map captures the nuanced variations of the dirty shingle tones, blending earthy browns, muted reds, and dark grays to reflect natural weathering and pigment degradation. The Normal map provides finely detailed wood grain relief and subtle chipped edges that enhance light interaction. Roughness is tuned to replicate the coarse, unpolished surface of shingles, varying subtly to differentiate smooth worn spots from rough, weather-beaten areas. The Metallic channel is minimal, reflecting the organic and non-metallic nature of the material, while Ambient Occlusion accentuates crevices and overlaps between shingles, adding depth and shadow realism. Height or Displacement maps contribute to authentic surface breakup, allowing for enhanced parallax effects in real-time engines.
Optimized for seamless tiling and scalable up to an impressive 8k resolution, this tileable dirty shingle roof texture seamless high resolution up to 8k is ideal for a wide range of applications including cinematic renders, architectural visualization, game environments, and detailed level dressing. Its compatibility with Blender, Unity, and Unreal Engine ensures easy integration and minimal setup, allowing artists and developers to quickly enhance their roofing materials without sacrificing performance or quality. For best results, consider adjusting the UV scale to avoid overly repetitive patterns in large scenes and subtly modulate roughness to balance between glossy rain-soaked effects and dry, aged surfaces, thereby maximizing the texture’s versatility and visual impact.
This AI-generated seamless dirty shingle roof texture offers a seamless high resolution up to 8k with realistic PBR roofing textures, providing an accurate 3D preview for detailed material visualization.
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.
