This seamless 8K PBR texture captures the intricate details of torn cardboard, emphasizing the exposed pulp fiber strands and the natural surface variation inherent to this material. The base composition consists primarily of densely packed cellulose fibers, which form the substrate through a layered, laminated structure typical of corrugated cardboard. These fibers vary in thickness and orientation, creating a complex grain pattern and visible fiber strands along the torn edges. The texture realistically conveys the roughness and porosity of the material, highlighting areas where the adhesive binders between layers have weakened or peeled away, revealing the fibrous pulp beneath.
Surface characteristics include subtle variations in color tones—ranging from soft beige to light brown—reflecting natural cardboard pulp pigments without additional artificial colorants. The roughness channel effectively maps the tactile differences between the smooth outer surfaces and the frayed inner fibers, while the normal and height maps accentuate the torn geometry, fiber depth, and uneven grain structure. Ambient occlusion enhances the perception of crevices and fiber overlaps, contributing to the overall depth and realism. This texture features a non-metallic finish consistent with organic, untreated cardboard, making the metallic channel flat and neutral.
The geometric form is that of a laminated sheet with interrupted continuity caused by the tear, which exposes the inner fibrous matrix. The fiber strands run irregularly within the torn region, providing a natural, chaotic pattern that contrasts with the relatively uniform grain of the intact surface. This subtle interplay between structured layering and random fiber orientation captures the authentic visual complexity of damaged cardboard materials. The texture tiles seamlessly, ensuring that it can be applied to large surfaces without visible repetition.
Designed for high fidelity in 3D rendering environments, this texture is optimized for Blender, Unreal Engine, and Unity, taking full advantage of the 8K resolution to provide unparalleled detail even at close inspection. For practical use, adjusting UV scale is recommended to match the cardboard’s natural grain size within a scene, while fine-tuning roughness values can help simulate varying wear levels or moisture exposure. Incorporating height and normal map blending allows for enhanced parallax effects, emphasizing the torn edges and fiber relief for photorealistic results in both product visualization and environmental design 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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
