Seamless 3d texture pbr 8k light leak double exposure glow neon vortex liquid metal smoke ink charcoal free download

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

Preview — Seamless 3d texture pbr 8k light leak double exposure glow neon vortex liquid metal smoke ink charcoal

IDseamless-3d-texture-pbr-8k-light-leak-double-exposure-glow-neon-vortex-liquid-metal-smoke-ink-charcoal
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture is crafted to simulate a complex abstract surface combining liquid metal with smoky and ink-like formations, rendered in ultra-high 8K resolution for detailed photorealism. The underlying substrate appears as a highly reflective, molten metal base, characterized by smooth yet dynamically undulating vortex patterns that evoke fluid motion. These swirling forms are interlaced with translucent smoky wisps and deep charcoal ink flows, creating layered depth reminiscent of double exposure photography. The surface finish mimics a polished metallic sheen with subtle areas of diffuse glow, giving the impression of neon light leaks softly illuminating the texture’s intricate contours.

From a material composition standpoint, the texture suggests a metallic alloy substrate infused with organic pigment deposits resembling ink or charcoal particles suspended within a thin, glossy binder. The base metal provides the metallic PBR channel with strong reflectivity and low roughness, while the pigment-laden inclusions introduce localized variations in roughness and ambient occlusion, simulating porous or slightly oxidized regions. The charcoal tones serve as colorants in the BaseColor map, contrasting with the vibrant neon highlights that appear as emissive elements or subtle color overlays. Normal and height maps emphasize the vortex’s three-dimensional depth and the fluid ridges of the smoke and ink, enhancing the perception of physical layering and surface undulation.

In PBR terms, the BaseColor (Albedo) channel presents a balanced mix of dark charcoal and luminous neon hues, while the Metallic map is predominantly high to replicate the liquid metal base. Roughness values vary to differentiate between the polished metal areas and the matte, diffuse ink-like regions. Ambient Occlusion adds subtle shadowing within the vortex crevices and smoky folds, increasing realism. The Height/Displacement map captures the flowing relief of the swirling forms, allowing for convincing parallax effects. Normal maps meticulously define the intricate surface geometry, ensuring crisp light interaction on both large and fine details.

This texture is optimized for seamless tiling, making it ideal for use in Blender, Unreal Engine, and Unity projects that require sophisticated abstract materials with high fidelity. For practical application, adjusting the UV scale can help control the perceived size and density of the vortex pattern to suit different models and environments. Additionally, fine-tuning roughness values in shader settings will balance the reflective metal’s glow with the muted texture of the smoky ink areas, while blending height and normal maps can enhance the illusion of depth without excessive geometry.

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.