Seamless 3d pbr texture of carbon fabric with carbon satin finish for 8k photorealistic renders free download

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

Preview — Seamless 3d pbr texture of carbon fabric with carbon satin finish for 8k photorealistic renders

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

This seamless 3D PBR texture captures the intricate weave of carbon fabric with a refined carbon satin finish, designed for photorealistic 8K renders. The base material is a high-strength carbon fiber composite, composed of tightly interlaced fibers forming a balanced twill weave pattern. These fibers are embedded within a polymer resin matrix, acting as a binder that holds the fabric together while providing structural integrity. The surface exhibits a subtle satin sheen that softly reflects light, emphasizing the fabric’s depth and complexity without excessive gloss, making it ideal for modern automotive and industrial design visualizations.

The geometric form is defined by an even, repetitive woven pattern where the carbon fibers intersect at right angles, creating a distinctive checkerboard-like appearance. Each fiber strand shows fine grain and subtle variations in thickness, contributing to the realistic tactile impression. The material’s porosity is minimal due to the resin impregnation, ensuring a smooth yet textured surface that resists weathering and wear. The predominantly deep carbon black color is achieved through high-purity pigments within the resin, maintaining a consistent dark tone that enhances the composite’s signature aesthetic.

From a PBR perspective, the BaseColor map captures the rich black hues and subtle tonal shifts between fibers and resin, while the Normal map defines the fabric’s delicate weave relief, accentuating the dimensionality of individual threads. The Roughness channel balances the satin finish by providing moderate reflectivity—low enough to avoid unnatural shine but sufficient to reveal the material’s characteristic soft luster. The Metallic map remains near zero, reflecting the non-metallic nature of the polymer-bound fabric. Ambient Occlusion enhances shadowing within the weave intersections, and the Height/Displacement map subtly accentuates fiber elevations, contributing to realistic surface depth in close-up renders.

Optimized for seamless tiling at 8K resolution, this texture is fully compatible with Blender, Unreal Engine, and Unity, ensuring detailed and accurate representation in various 3D workflows. For practical use, it is recommended to fine-tune the UV scale to maintain the visible fiber pattern without distortion and to adjust roughness values slightly higher for matte applications or lower for surfaces requiring more pronounced satin highlights. Additionally, blending normal and height maps can enhance the perception of depth on curved surfaces without increasing geometry complexity.

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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