Seamless 3d texture of carbon synthetic weave with carbon satin finish for pbr 8k realistic renders free download

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

Preview — Seamless 3d texture of carbon synthetic weave with carbon satin finish for pbr 8k realistic renders

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

This seamless 3D texture represents a high-fidelity synthetic carbon weave, meticulously crafted to replicate the intricate geometric pattern of interlaced carbon fibers. The base material consists of tightly woven carbon fiber strands, arranged in a uniform basket weave pattern that forms a durable composite substrate. These fibers are embedded within a resin matrix, often epoxy-based, which acts as both a binder and protective layer, ensuring structural integrity and resistance to environmental factors. The weave exhibits subtle variations in fiber thickness and alignment, contributing to its realistic portrayal of carbon composite materials commonly used in automotive and aerospace applications.

The surface finish of this texture is a refined carbon satin, offering a balanced sheen that highlights the composite’s depth without excessive glossiness. This satin finish results from a polished resin topcoat that smooths the fiber contours while preserving the tactile appearance of the weave. The color palette is dominated by deep carbon black pigments, enhanced by natural fiber shading and light absorption properties inherent to carbon materials. Fine surface details such as micro-texture roughness, subtle fiber overlaps, and minimal porosity are captured to enhance realism, simulating the micro-variations found in actual synthetic carbon fabric surfaces exposed to typical usage and wear.

Designed for physically based rendering workflows, the texture includes comprehensive PBR maps optimized for 8K resolution, ensuring exceptional detail and clarity in close-up views. The BaseColor (Albedo) map accurately conveys the carbon black tones and fiber highlights, while the Normal map defines the subtle three-dimensional weave geometry and resin layering. The Roughness map controls the satin finish’s reflective softness, balancing light diffusion and specularity. Metallic values are minimal, reflecting the non-metallic nature of the composite fibers, with Ambient Occlusion maps enhancing shadow depth within fiber intersections. Height and Displacement maps provide additional surface relief for realistic parallax effects, ideal for high-detail renders in Blender, Unreal Engine, and Unity environments.

For optimal results, it is recommended to adjust the UV scale to achieve a realistic fiber size relative to the modeled object, as improper scaling can distort the weave pattern’s authenticity. Additionally, fine-tuning the roughness map can help simulate varying surface wear or resin polish levels, while blending height and normal maps can enhance perceived depth without excessive geometry complexity. This texture is particularly suitable for automotive parts, sporting equipment, and industrial design projects requiring accurate, durable carbon composite surfaces with a subtle satin sheen and seamless tiling capabilities.

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.