Seamless 3d pbr texture of carbon braided fibers with carbon satin finish for 8k realistic renders free download

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

Preview — Seamless 3d pbr texture of carbon braided fibers with carbon satin finish for 8k realistic renders

IDseamless-3d-pbr-texture-of-carbon-braided-fibers-with-carbon-satin-finish-for-8k-realistic-renders
Carbon
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture showcases a meticulously detailed pattern of braided carbon fibers, forming a tightly woven composite surface with a distinct carbon satin finish. The base material consists of high-strength carbon fiber filaments arranged in an intricate braid, creating a geometric interlaced form that enhances both strength and visual complexity. These fibers are embedded within an epoxy resin matrix acting as the binder, which secures the composite structure while ensuring durability and flexibility. The satin finish strikes a careful balance between matte and gloss, diffusing light subtly to reveal the fine texture without harsh reflections. The overall color is a deep, near-black carbon tone, enhanced by subtle variations in shading that emphasize the depth and curvature of each fiber strand.

In terms of material composition, the texture replicates the layered nature of carbon composites, where multiple braided fiber sheets are laminated to form a solid substrate. The fibers exhibit a slight anisotropic sheen characteristic of carbon satin surfaces, contributing to realistic light interaction. The texture’s porosity is minimal, reflecting a well-sealed surface typical of automotive-grade finishes designed to resist environmental wear and abrasion. Fine surface details captured in the Normal and Height maps simulate the slight undulations and fiber overlaps inherent in braided composites, while the Roughness channel defines the satin-like surface roughness that softens highlights without appearing overly glossy. The Metallic map is subtly tuned to reflect the semi-metallic nature of carbon fibers, providing nuanced reflectivity that enhances realism in engine renders and product visualizations.

Optimized for up to 8K resolution, this texture ensures exceptional fidelity and sharpness, capturing micro-details essential for close-up renders in Blender, Unreal Engine, and Unity. The Ambient Occlusion map reinforces depth perception by accentuating the crevices between fibers, enhancing the three-dimensional feel of the composite weave. The Height/Displacement map supports subtle surface relief, allowing realistic parallax effects and physical surface variations when applied in advanced rendering workflows. This makes it ideal for modern automotive interiors, consumer electronics, and high-end sporting equipment that demand authentic carbon fiber aesthetics combined with technical precision.

For practical application, it is recommended to carefully adjust the UV scale to maintain the natural scale of the braided pattern, avoiding distortion or repetition artifacts. Additionally, fine-tuning the Roughness channel can help tailor the satin finish to specific lighting conditions or artistic direction, either enhancing the subtle sheen or softening reflections for a more muted look. Blending the Height and Normal maps can further refine surface depth perception, ensuring that the braided fibers’ intricate geometry reads clearly across multiple viewing angles and render passes.

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.


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