Seamless 3d texture of carbon layered composite with carbon matte finish for pbr 8k renders free download

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

Preview — Seamless 3d texture of carbon layered composite with carbon matte finish for pbr 8k renders

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

This seamless 3D texture represents a sophisticated carbon layered composite material, designed with an intricate laminated structure that captures the distinctive geometry of carbon fiber sheets. The surface reveals tightly woven carbon fiber bundles embedded within a resin matrix, forming a durable, lightweight substrate commonly used in high-performance automotive and aerospace applications. The composite layers are clearly visible, showcasing the overlapping fiber plies that contribute both to mechanical strength and visual depth. The pattern follows a subtle, repetitive weave that emphasizes the anisotropic nature of carbon fiber, with each fiber strand rendered in fine detail to accurately mimic the microscopic geometry of the material.

The base material consists of carbon fiber filaments, typically made from polyacrylonitrile (PAN) precursors, arranged in a textile weave and bonded with an epoxy resin binder. This resin acts as an adhesive, filling the interstitial spaces between fibers while maintaining low porosity and contributing to the overall rigidity of the composite. The resulting surface is characterized by a matte carbon black finish, achieved through a combination of pigment dispersion in the resin and a finely textured surface that diffuses light softly rather than reflecting it sharply. This finish helps reduce glare and enhances the modern, industrial aesthetic associated with carbon fiber components. The texture’s roughness channel conveys this subtle surface microstructure, balancing smoothness with fine graininess, while the normal and height maps emphasize the layered fiber contours and resin boundaries.

From a PBR workflow perspective, the BaseColor (Albedo) map captures the deep black tones interspersed with dark gray highlights reflecting the carbon fiber’s natural color variation. The Normal map provides detailed surface relief, simulating the woven fiber pattern and slight undulations from the resin layers. Roughness is calibrated to reflect the matte finish, avoiding glossy reflections to preserve authenticity. The Metallic channel remains near zero, as carbon composites are non-metallic, while Ambient Occlusion enhances the perception of depth between fiber bundles and resin matrix, adding realism to crevices and edges. Height and displacement maps contribute subtle elevation differences that support parallax effects and detailed shading in close-up renders.

This texture is optimized at an 8K resolution, ensuring exceptional clarity and detail suitable for photorealistic rendering in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for extensive coverage on large surfaces without visible repetition or distortion, making it ideal for automotive body panels, sporting equipment, or industrial design prototypes. When applying this texture, it is advisable to adjust the UV scale carefully to maintain the correct fiber pattern proportion relative to the object’s size. Additionally, fine-tuning the roughness parameter can simulate different resin finishes, from more matte to slightly polished, depending on the desired visual outcome. For enhanced realism, blending the height map with normal details can produce convincing parallax effects that accentuate the layered carbon weave under dynamic lighting.

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.


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.