Seamless 3d texture of carbon cracked surface with pbr 8k quality for realistic material rendering free download

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

Preview — Seamless 3d texture of carbon cracked surface with pbr 8k quality for realistic material rendering

IDseamless-3d-texture-of-carbon-cracked-surface-with-pbr-8k-quality-for-realistic-material-rendering
Carbon
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a cracked carbon surface that captures the intricate details of an aged carbon fiber composite. The base material consists of tightly woven carbon fibers embedded within a durable epoxy resin matrix, creating a robust industrial substrate commonly used in automotive and high-performance applications. The cracked pattern reflects natural wear and stress fractures in the resin layer, revealing the underlying fiber bundles with their characteristic fine weave. These fractures introduce irregular geometric fissures that break the otherwise uniform woven pattern, giving the texture a rough and weathered appearance that emphasizes the material’s resilience and functional complexity.

The surface finish is matte with subtle variations in roughness to simulate a partially eroded resin coating, exposing the textured carbon fiber beneath. The carbon black color dominates the BaseColor (Albedo) channel, enriched with slight tonal shifts that mimic dust accumulation and slight oxidation effects. The Normal and Height maps capture the depth and relief of the cracked resin and underlying fiber weave, enhancing the three-dimensionality and tactile feel of the surface. Roughness is carefully calibrated to reflect the uneven glossiness caused by surface damage, ranging from dull matte areas in the cracked resin to slightly shinier fiber strands. The Metallic channel remains minimal, as carbon composites are non-metallic, while Ambient Occlusion accentuates crevices and fissures, adding realistic shadowing to the cracks.

Rendered in 8K resolution, this texture is optimized for photorealistic material rendering in Blender, Unreal Engine, and Unity, ensuring maximum detail when applied to 3D models. The seamless tiling capability allows for large-scale coverage without visible repetition, making it ideal for automotive panels, industrial equipment, or any design requiring an authentic cracked carbon fiber finish. The high-resolution maps maintain fine fiber details and subtle surface imperfections, crucial for close-up visualizations and dynamic lighting environments.

For practical use, adjusting the UV scale is recommended to balance the crack size and fiber weave detail according to the model’s dimensions. Additionally, fine-tuning the roughness map can help achieve the desired level of surface wear or gloss, while blending height and normal maps can enhance parallax effects, adding depth to the fissures without excessive mesh displacement. This approach ensures a versatile and realistic material representation that responds well to various lighting conditions and rendering engines.

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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AITEXTURED Tools

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