Seamless 3d texture pbr 8k brick wall fence with dry stone wall elements and mossy stone patches free download

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

Preview — Seamless 3d texture pbr 8k brick wall fence with dry stone wall elements and mossy stone patches

IDseamless-3d-texture-pbr-8k-brick-wall-fence-with-dry-stone-wall-elements-and-mossy-stone-patches
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture depicts a fence surface combining traditional brick wall construction with dry stone wall elements, accentuated by natural mossy stone patches. The base material primarily consists of fired clay bricks arranged in a classic running bond pattern, interspersed with irregularly shaped natural stones typical of dry stone masonry. The bricks exhibit a slightly rough surface with subtle surface imperfections and mortar joints, while the dry stones present a rugged and porous texture that adds visual complexity and authenticity. Moss growth appears sporadically on the stone surfaces, providing a naturalistic aging effect that enhances the organic character of the fence.

The composition of the brick elements includes a ceramic substrate formed from clay mixed with sand and iron oxide pigments, giving the bricks their warm reddish-brown tones visible in the BaseColor (Albedo) map. The mortar joints act as binders, typically a lime-based cement mixture, with a slightly lighter hue and finer grain texture. The dry stone sections are composed of weathered sedimentary rock, exhibiting surface porosity and micro-variations captured in the Normal and Height maps. Moss patches add a soft, fibrous layer on top of the stone, influencing the Roughness map by increasing surface diffuseness in those areas. The texture’s surface finish is matte to semi-rough, consistent with outdoor masonry exposed to natural elements over time, and the Ambient Occlusion map accentuates crevices and mortar depth for realistic shading.

All relevant PBR channels are meticulously crafted for photorealism. The BaseColor map defines the varied hues of bricks, mortar, stone, and moss. The Normal map provides detailed surface relief including brick edges, stone fissures, and moss texture. Roughness is tuned to reflect the combination of rough stone grains and smoother brick surfaces, while the Metallic map remains essentially black, as the materials are non-metallic. The Ambient Occlusion map enhances depth perception in recessed areas, and the Height/Displacement map supports subtle relief necessary for realistic parallax effects or tessellation in rendering engines.

Designed for seamless tiling, this texture supports continuous application across large fence surfaces without visible seams or repetition artifacts. Its high 8K resolution ensures excellent detail retention even at close camera distances. The texture is fully compatible and optimized for popular 3D software and game engines including Blender, Unreal Engine, and Unity, facilitating straightforward integration into architectural visualizations, game environments, or any project requiring detailed, naturalistic masonry fences.

For practical use, it is recommended to carefully adjust the UV scale to maintain the authentic size and proportion of bricks and stones in your scene. Additionally, fine-tuning the roughness can help simulate varying surface weathering conditions, while subtle blending of the Height and Normal maps can enhance the perceived depth and realism of the mossy patches without causing excessive displacement artifacts.

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.


::contentReference[oaicite:0]{index=0}

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.