Seamless 3d texture pbr 8k horizontal slats wooden fence with peeling paint and fence shadow free download

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

Preview — Seamless 3d texture pbr 8k horizontal slats wooden fence with peeling paint and fence shadow

IDseamless-3d-texture-pbr-8k-horizontal-slats-wooden-fence-with-peeling-paint-and-fence-shadow
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a high-resolution 8K photorealistic depiction of a wooden fence composed of horizontal slats. The base material is natural wood, characterized by visible grain patterns and subtle surface irregularities that reflect its organic origin. The wood substrate exhibits signs of aging and weathering, with peeling paint layers that reveal the raw timber beneath. The paint, once a protective and decorative coating, now shows flaking and cracking due to prolonged exposure to environmental elements, contributing to a textured, tactile surface appearance. This worn finish creates a complex interplay of pigments and exposed wood fibers, enhancing the realism of the material.

The geometric form is defined by uniformly spaced horizontal wooden slats, each with slight dimensional depth and minor imperfections that break the monotony of the repetitive pattern. The texture captures fine details such as the raised edges of peeling paint, subtle wood grain relief, and soft shadows cast between the slats, which add depth and visual interest. The surface finish can be described as semi-matte, with a slightly rough texture due to weathered paint and natural wood porosity. The color palette ranges from faded off-white or pale cream paint to warm brown hues of the exposed wood, together creating a balanced contrast enhanced by ambient occlusion effects that emphasize crevices and overlaps.

In terms of physically based rendering (PBR) channels, the BaseColor (Albedo) map accurately represents the color distribution of peeling paint and natural wood tones without baked-in lighting, ensuring versatility under various lighting conditions. The Normal map simulates the micro and macro surface variations including the grain texture and paint flaking edges, contributing to realistic light interaction. Roughness values vary across the surface, with higher roughness where paint has chipped away revealing raw wood and lower roughness on remaining painted areas, creating nuanced reflections. The Metallic channel remains near zero, reflecting the non-metallic nature of wood and paint. Ambient Occlusion enhances the perception of depth within the gaps and cracks between slats, while the Height/Displacement map provides subtle elevation differences to reinforce the 3D effect of peeling paint and wood grain.

This texture is optimized for seamless tiling, allowing for extensive coverage on large outdoor fence models without visible repetition or edge artifacts. It is fully compatible with popular 3D software and game engines such as Blender, Unreal Engine, and Unity, providing flexibility for various projects requiring realistic outdoor wooden fences. For practical application, adjusting the UV scale is recommended to maintain proportionality of the wood grain and paint details relative to the fence geometry. Additionally, fine-tuning the roughness map can help achieve the desired balance between weathered matte surfaces and slightly glossy paint remnants. When combining height and normal maps, blending them carefully can enhance surface detail without causing excessive displacement artifacts, ensuring optimal visual fidelity and performance.

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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