Seamless 3d texture of carbon micro weave pattern with carbon matte finish for pbr 8k renders free download

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

Preview — Seamless 3d texture of carbon micro weave pattern with carbon matte finish for pbr 8k renders

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

This seamless 3D texture showcases a finely detailed carbon micro weave pattern, characterized by an intricate interlacing of ultra-thin carbon fibers arranged in a tight, uniform grid. The base material is a high-strength carbon composite substrate, where individual fibers are woven together to form a durable, lightweight fabric. These fibers are bonded with a matte resin binder that provides a non-reflective, smooth finish, enhancing the material’s signature carbon black coloration. The weave geometry presents a subtle three-dimensional relief, with each fiber strand visible as a slender, elongated oval, creating a tactile surface that balances complexity and refinement.

The carbon fibers themselves exhibit slight variations in tone and shadowing, contributing to a realistic depth often observed in genuine carbon fiber composites used in automotive and aerospace industries. The matte finish reduces specular highlights, emphasizing the material’s engineered durability and resistance to glare. The texture’s porosity is minimal, reflecting the tightly woven structure and dense resin impregnation, which prevents moisture ingress and weather-related degradation. This results in a surface that is both functional and aesthetically consistent, suitable for modern carbon composite applications.

In terms of Physically Based Rendering (PBR) workflows, the texture includes a meticulously crafted BaseColor map that captures the nuanced carbon black hue with subtle tonal shifts. The Normal map conveys the micro-relief of the weave pattern, simulating fiber elevation and depth variations for enhanced realism. Roughness is tuned to reflect the matte finish, controlling how light scatters off the surface to avoid unwanted glossiness. The Metallic channel remains low, reflecting the non-metallic nature of carbon composites, while Ambient Occlusion enhances shadowed crevices between fibers, adding to the perception of depth. Height and Displacement maps provide additional dimensionality, useful for parallax or tessellation effects in real-time engines.

This texture is optimized at an 8K resolution, ensuring exceptional detail and sharpness, ideal for close-up renders and high-fidelity visualizations. It is fully compatible and ready for integration into Blender, Unreal Engine, and Unity, supporting seamless tiling without visible seams or repetition artifacts. For practical use, adjusting the UV scale to maintain the micro weave’s fine detail is recommended, particularly for larger surfaces. Additionally, fine-tuning the roughness map can help adapt the texture to varying lighting conditions, while subtle blending of height and normal maps can enhance the perceived fiber depth without causing geometric distortion.

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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