Seamless 3d pbr texture of carbon unidirectional fiber in 8k resolution for tech renders free download

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

Preview — Seamless 3d pbr texture of carbon unidirectional fiber in 8k resolution for tech renders

IDseamless-3d-pbr-texture-of-carbon-unidirectional-fiber-in-8k-resolution-for-tech-renders
Carbon
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture showcases a unidirectional carbon fiber weave, rendered at an exceptional 8K resolution to capture the fine structural details of this advanced composite material. The base material consists primarily of tightly packed carbon filaments aligned parallel to one another, embedded within a high-performance epoxy resin matrix. This resin acts as a binder, providing rigidity and durability while maintaining a smooth, matte surface finish that reduces glare and enhances realism. The geometric form is distinctly linear and repetitive, emphasizing the characteristic uniform directionality of the fibers, which creates subtle depth and shadowing effects along the length of each filament.

The texture’s BaseColor (Albedo) channel reflects the deep carbon black pigmentation, derived from the intrinsic color of the carbon fibers and enhanced by the matte epoxy coating. The Normal map accurately conveys the fine ridges and slight undulations of the fiber bundles, adding tactile realism to renders. The Roughness channel maintains a balanced mid-to-high value, simulating the soft, non-reflective surface typical of untreated carbon fiber composites. The Metallic map is effectively null, as carbon fiber composites are non-metallic; however, the Ambient Occlusion channel intensifies the subtle crevices between fiber bundles, increasing visual depth and contrast. Height/Displacement data captures the micro-relief of the surface texture, ideal for close-up renders requiring parallax or displacement mapping.

Crafted for technical visualization and modern design applications, this texture is optimized for use in Blender, Unreal Engine, and Unity, where its high resolution ensures crisp detail even in large-scale scenes. The unidirectional fiber pattern is ideal for simulating carbon components in automotive, aerospace, and sporting goods projects, where durability and a contemporary aesthetic are critical. The matte finish and linear fiber orientation lend a sleek, industrial feel without excessive reflectivity, making it suitable for both product visualization and architectural elements.

For practical application, it is recommended to adjust the UV scale to align fiber directionality precisely with model geometry, preserving the authenticity of the carbon weave. Additionally, fine-tuning the roughness map can help simulate different resin finishes, from slightly glossy to fully matte. When working with height and normal maps, blending these channels can enhance surface complexity without overloading render times, providing a balanced representation of the subtle relief and fiber texture inherent to carbon composites.

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.


::contentReference[oaicite:0]{index=0}

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.