Seamless 3d texture pbr 8k oil slick metallic sheen iridescence pearlescent liquid droplets foam bubble clusters free download

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

Preview — Seamless 3d texture pbr 8k oil slick metallic sheen iridescence pearlescent liquid droplets foam bubble clusters

IDseamless-3d-texture-pbr-8k-oil-slick-metallic-sheen-iridescence-pearlescent-liquid-droplets-foam-bubble-clusters
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture portrays a complex and dynamic surface reminiscent of an oil slick resting atop a liquid substrate. The base material can be understood as a thin film of hydrocarbon compounds suspended over a watery or glassy surface, creating a natural laminated effect. This film is characterized by a delicate interplay of iridescent and pearlescent pigments, which act as microscopic colorants dispersed within the thin oily layer, giving rise to vivid, shifting metallic sheens. The underlying substrate is smooth and reflective, providing a polished foundation that enhances the overall luminosity and depth of the texture.

The geometric form is organic and fluid, dominated by irregular clusters of liquid droplets and foam bubbles that vary in size and distribution. These spherical and semi-spherical shapes create subtle variations in height and surface curvature, contributing to the texture’s normal and height map complexity. The foam and bubble clusters introduce localized roughness and ambient occlusion variations, simulating the porous and transient nature of a delicate surface in motion. The texture’s surface finish blends high-gloss metallic reflections with soft, diffuse highlights where the foam aggregates, balancing the metallic and roughness channels effectively.

From a material composition perspective, the oily film acts as a metallic layer in the PBR workflow, producing strong reflections and low roughness values that are modulated by the presence of microscopic surface irregularities. The BaseColor (Albedo) map features a spectrum of iridescent hues—blues, greens, purples, and golds—achieved through simulated thin-film interference pigments. The Normal map encodes the subtle bumps and curvature of liquid droplets and bubble clusters, while the Height/Displacement map enhances the perception of depth by emphasizing the raised edges of bubbles and foam patches. The Roughness map varies across the surface, with smoother metallic areas contrasting against rougher, matte foam regions. Ambient Occlusion adds shading depth particularly around bubble intersections and droplet boundaries, highlighting the texture’s three-dimensionality.

This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting high-fidelity rendering workflows thanks to its 8K resolution and meticulous channel separation. It seamlessly tiles to allow for extensive surface coverage without visible repetition or seams, making it suitable for abstract environmental elements or close-up visualizations of fluid, metallic surfaces. When applying this texture, it is advisable to carefully adjust UV scaling to maintain realistic droplet sizing and to fine-tune the roughness values to achieve the desired balance between glossiness and matte foam areas. Additionally, blending height or parallax maps with normal maps can enhance the tactile quality of bubble clusters, improving visual realism in interactive or cinematic projects.

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.