Seamless 3d texture pbr 8k lattice fence with painted wood and faded paint surface free download

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

Preview — Seamless 3d texture pbr 8k lattice fence with painted wood and faded paint surface

IDseamless-3d-texture-pbr-8k-lattice-fence-with-painted-wood-and-faded-paint-surface
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture represents a finely detailed lattice fence crafted from painted wood, showcasing a classic crisscross pattern formed by slender, intersecting wooden slats. The base material is natural wood, characterized by its fibrous grain and slight surface irregularities, reflecting typical outdoor aging and weather exposure. The painted surface layer exhibits subtle fading and gentle peeling, revealing underlying wood tones beneath thin, worn paint. This combination of materials and form provides an authentic rustic appearance, capturing the tactile complexity of a garden lattice fence aged by sun, rain, and wind.

The wood substrate displays a moderately porous structure with visible grain patterns and occasional knots, contributing to the tactile roughness and natural variation. The paint layer acts as a semi-opaque binder, likely a weather-resistant acrylic or alkyd-based coating, which has partially worn away due to UV degradation and moisture exposure. Pigments in the paint manifest as muted pastel hues that have softened over time, with color variations mapped precisely in the BaseColor channel. The Normal map encodes the crisp lattice geometry, including fine wood grain and the subtle undulations of chipped paint. Roughness maps highlight the contrast between smoother painted surfaces and exposed, rougher wood, while the Ambient Occlusion channel enhances depth perception in the lattice intersections and recesses.

The texture’s Height (Displacement) map captures the low-relief surface topology of the intersecting slats and weathered paint layers, enabling realistic shadowing and micro-geometry effects when used with parallax or tessellation shaders. The Metallic channel is kept minimal or zero, consistent with non-metallic wood and paint materials. This detailed layering and accurate PBR channel setup ensure photorealistic renderings under various lighting conditions in 3D applications. The seamless tile design allows for large-scale surface coverage without visible repetition artifacts, making it suitable for both close-up views and distant fence modeling.

Optimized for use in Blender, Unreal Engine, and Unity, this high-resolution 8K texture supports detailed visual fidelity and efficient shader workflows. For practical application, adjusting UV scale can help maintain the lattice’s proportional appearance relative to the scene, while fine-tuning roughness values allows control over the surface glossiness to simulate varying paint wear. When integrating the texture, blending Height and Normal maps can enhance depth cues and surface realism, particularly in interactive or real-time environments.

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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