This seamless 8K PBR texture captures the intricate structure of natural cardboard composed of multiple overlapping layers. Each layer consists primarily of compressed pulp fibers, which form an interwoven substrate with visible fiber strands and grain patterns. These fibers, derived from cellulose wood pulp, create a fibrous network that contributes to the material’s characteristic roughness and porosity. The overlapping layers are bonded with natural adhesives, giving the cardboard a laminated, yet organic, appearance with subtle variations in fiber density and orientation. This produces a complex surface where fine fiber strands and grain details are clearly distinguishable, enhancing realism in 3D renders.
The geometric form of the texture reflects the laminated construction of cardboard, where each sheet is stacked and pressed together, creating a slight relief and depth between layers. This layering effect is evident in the height and normal maps, which highlight the subtle undulations and fiber protrusions across the surface. The grain runs irregularly along the fiber strands, producing natural surface variation that breaks uniformity and mimics real-world cardboard. The surface finish is matte and uncoated, emphasizing the raw pulp fiber texture without gloss or metallic reflections. Coloration is predominantly neutral brown tones, stemming from the natural pulp with minimal pigment, and slight tonal shifts reflect fiber composition and density differences.
In terms of PBR mapping, the BaseColor channel conveys the muted, earthy browns and off-whites typical of untreated cardboard pulp. The Normal map accentuates the fine fiber strands and layered reliefs, providing tactile depth for close-up inspection. Roughness values are high but varied to reflect the porous, fibrous surface that diffuses light softly without specular highlights. The Metallic channel remains near zero, consistent with non-metallic organic material. Ambient Occlusion enhances shadowing in the fiber crevices and between layers, while the Height/Displacement map supports subtle parallax effects that reinforce the three-dimensional feel of overlapping cardboard sheets.
Designed for seamless tiling at 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring high fidelity in both real-time and offline rendering workflows. For practical application, it is recommended to adjust the UV scale carefully to maintain natural fiber proportions and avoid repetition artifacts. Additionally, fine-tuning roughness can help match specific lighting conditions or simulate slight surface wear. When layering this texture with other materials, blending height and normal maps can improve integration by softening sharp edges between overlapping layers, producing a more cohesive and realistic cardboard surface in complex scenes.
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.
