Reed Grey Old — Straw Hut Thatch Grey Old Village — PBR seamless 3D texture free download

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

Preview — Reed Grey Old — Straw Hut Thatch Grey Old Village — PBR seamless 3D texture

IDriet-01-reed-grey-old-village-straw-hut
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture "Reed Grey Old — Straw Hut Thatch," offers a physically based rendering (PBR) material designed to capture the intricate characteristics of aged rural roofing found in medieval village huts. The base substrate is organic reed fibers naturally dried and weathered over time exhibiting subtle porosity and fiber orientation that contribute to the unique tactile quality of thatch roofing. The grey coloration arises from natural pigment changes due to prolonged exposure to outdoor elements including sun bleaching and moisture effects giving an authentic aged appearance. The surface finish is matte with a slightly roughened texture reflecting how natural straw weaves compact yet retain visible fibrous detail. Binders or adhesives are implied through tightly packed reed bundles enhancing structural cohesion without artificial gloss or metallic reflections consistent with man-made yet organic rural materials.

Within the PBR workflow the albedo channel accurately captures the muted grey tones and subtle color variations of the old straw providing a realistic base color map. The normal map emphasizes the fine grain orientation and woven fiber relief enhancing depth and tactile feel without manual tweaking. Roughness values are balanced to replicate the natural matte finish of thatch avoiding overly shiny surfaces while allowing gentle light scattering typical of weathered straw. The metallic channel is effectively zeroed out as this organic material contains no metal content preserving authenticity. Ambient occlusion accentuates crevices between reed bundles adding realistic shadowing in outdoor and roofing scenarios. Height and displacement maps deliver subtle surface undulations that enhance the sense of layered thatch structure critical for close-up renders and high fidelity in both real-time and offline engines.

Provided in 4K resolution with an optional 8K upgrade this tileable texture is optimized for seamless integration in Blender Unreal Engine and Unity pipelines ensuring reliable and consistent shading across diverse digital content creation tools. Calibrated for modern PBR workflows using metal/roughness standards it supports high-end use cases requiring detailed yet performance-conscious materials. For best results it is recommended to adjust the UV scale to match typical thatch bundle dimensions and fine-tune roughness parameters slightly to adapt to specific lighting conditions or scene requirements. The included PNG and EXR formats facilitate flexibility in shader setups making this texture an ideal choice for recreating authentic medieval village roofing in outdoor rural environments with man-made thatch elements.

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

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