Seamless 3d texture of carbon honeycomb weave for pbr 8k resolution realistic surface renders free download

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

Preview — Seamless 3d texture of carbon honeycomb weave for pbr 8k resolution realistic surface renders

IDseamless-3d-texture-of-carbon-honeycomb-weave-for-pbr-8k-resolution-realistic-surface-renders
Carbon
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases an intricate carbon honeycomb weave pattern, crafted to replicate the distinctive structure of advanced carbon fiber composites. The base material is a high-strength carbon fiber substrate, where ultra-fine carbon filaments are tightly woven into a hexagonal honeycomb geometry. This pattern not only enhances mechanical stiffness but also provides a visually complex surface with depth and dimensionality. The weave consists of alternating fiber bundles that create a subtle relief, accurately captured through detailed normal and height maps, which emphasize the three-dimensional form of each hexagonal cell and the overlapping fibers within.

The composite matrix integrates epoxy resin binders that hold the carbon fiber layers together, imparting durability and resistance to environmental factors. The surface finish is smooth yet exhibits a slight sheen typical of polished carbon composites, reflecting a soft glossier highlight rather than a mirror-like shine. The base color channel conveys a deep carbon black with subtle tonal variations caused by fiber orientation and resin translucency. Roughness maps are finely tuned to represent this semi-gloss surface, balancing light diffusion and specular reflection realistically. The metallic channel remains minimal to non-existent, as carbon composites are non-metallic, while ambient occlusion enhances the perception of depth in the honeycomb cavities and fiber intersections.

Designed for photorealistic rendering in Blender, Unreal Engine, and Unity, this 8K resolution texture ensures exceptional clarity and crisp detail even at close viewing distances. The high-resolution maps include BaseColor (Albedo) for authentic color fidelity, Normal and Height for precise surface relief, Roughness for accurate light scattering, and Ambient Occlusion to simulate subtle shadows within the honeycomb cells. This comprehensive PBR setup facilitates realistic material response under varying lighting conditions, making it ideal for automotive visualization, industrial design, and virtual prototyping where authentic carbon fiber representation is critical.

For optimal results, it is advisable to carefully adjust the UV scale to maintain the natural proportion of the honeycomb cells on your 3D model, preventing distortion that can break the pattern’s seamless appearance. Additionally, fine-tuning the roughness map can help simulate different finishes, from a matte, worn carbon fiber look to a more polished, modern surface. Blending the height and normal maps subtly can add further dimensional accuracy without causing rendering artifacts, enhancing the tactile realism of the carbon weave texture in your 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.


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