Seamless 3d texture pbr 8k painted wood garden fence with chipped paint and fence shadow effect free download

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

Preview — Seamless 3d texture pbr 8k painted wood garden fence with chipped paint and fence shadow effect

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

This seamless 3D texture presents a meticulously crafted painted wood garden fence, captured in ultra-high 8K resolution to ensure exceptional detail and realism. The base material is natural timber, characterized by vertical wooden planks with visible grain patterns and subtle imperfections. The wood substrate exhibits moderate porosity typical of outdoor fencing, allowing for slight absorption of paint and natural weathering effects. The paint layer is applied unevenly, featuring chipped and peeled areas where the underlying wood texture becomes visible, adding authentic signs of aging and exposure to the elements. The surface finish combines a matte to semi-gloss appearance, reflecting the varying wear of the painted coating over time.

From a structural perspective, the fence consists of elongated planks arranged in a parallel vertical pattern, each plank separated by narrow gaps that cast soft, natural shadows enhancing depth perception. The chipped paint reveals layers of pigment and binder materials that originally adhered tightly to the wood fibers but now show signs of degradation. The paint composition can be inferred as a traditional acrylic or oil-based exterior formula, with pigments providing faded pale hues. The roughness map captures the shifting reflectivity between the smooth painted areas and the more textured exposed wood, while the normal and height maps emphasize the subtle relief of wood grain, paint chips, and fine cracks.

In terms of physically based rendering (PBR) channels, the BaseColor (Albedo) texture provides the core color data, accurately representing the worn paint and underlying wood tones without baked-in lighting. The Normal map enhances the perception of depth from the grain and paint imperfections, while the Roughness map differentiates between glossy painted surfaces and the rougher, weathered wood. The Metallic channel remains minimal or near-zero, consistent with organic wood and non-metallic paint materials. Ambient Occlusion adds localized shadowing within crevices and chipped areas, and the Height (displacement) map supports subtle geometric displacement to reinforce the 3D relief of the texture.

This texture is optimized for seamless tiling, allowing it to cover large fence surfaces without visible repetition or seams, making it highly suitable for outdoor garden scenes. Its 8K resolution ensures crisp detail when used in high-fidelity applications within Blender, Unreal Engine, and Unity. For best results, it is recommended to carefully adjust the UV scale to match the intended fence dimensions, and to fine-tune the roughness values to simulate either freshly painted or heavily weathered finishes. Additionally, blending height and normal maps can improve the perception of depth around chipped areas, enhancing realism in close-up renders or interactive 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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