Seamless 3d texture pbr 8k privacy fence with painted wood and peeling paint effect free download

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

Preview — Seamless 3d texture pbr 8k privacy fence with painted wood and peeling paint effect

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

This seamless 3D texture portrays a privacy fence composed of vertically arranged wooden planks, each featuring a painted surface that has undergone significant weathering. The base material is solid wood, likely pine or cedar, known for its fine grain and moderate porosity. The paint layer, originally a matte or satin finish, has deteriorated over time, producing a peeling paint effect where flakes curl and chip away, exposing the natural wood substrate beneath. This layered composition highlights the interplay between the rigid wooden planks and the brittle, cracked paint film, creating a rich, tactile surface with subtle relief and depth.

The painted wood surface is characterized by a combination of pigments embedded in a polymer-based binder, likely an acrylic or oil-based exterior paint, which has faded and cracked due to prolonged exposure to sunlight, moisture, and temperature fluctuations. This aging process reveals the underlying wood grain texture, showcasing fine longitudinal fibers and occasional knots. The texture’s porosity is moderate, with micro-cracks and slight erosion visible on both paint and wood, contributing to a realistic surface roughness and subtle height variation. The paint’s color palette ranges from muted whites and off-whites to faint grays, reflecting natural discoloration and dirt accumulation over time.

In terms of PBR mapping, the BaseColor (Albedo) channel captures the nuanced color transitions between peeling paint and exposed wood, ensuring accurate diffuse reflectance without baked-in lighting. The Normal map conveys the intricate surface geometry, including chipped paint edges, wood grain ridges, and minor surface irregularities, enhancing the perception of depth and material detail. The Roughness map varies spatially to represent the contrast between the smoother paint remnants and the rougher, weathered wood underneath. The Metallic channel remains near zero throughout, as the material is entirely non-metallic. Ambient Occlusion enhances shadowing in crevices and paint flakes, while the Height/Displacement map accurately models the subtle relief of peeling paint layers and wood grain elevation.

Rendered at an exceptional 8K resolution, this texture ensures high fidelity for close-up views and large-scale applications. It is fully optimized for real-time engines like Unreal Engine and Unity, as well as offline rendering in Blender, supporting physically accurate lighting and material responses. For best results, adjusting the UV scale to maintain the natural plank width and length is recommended, along with fine-tuning the roughness to match lighting conditions. Blending the height and normal maps can further enhance the illusion of paint peeling depth without excessive geometry displacement, preserving performance while maximizing visual realism.

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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