Seamless 3d texture pbr 8k split rail fence with rough wood texture and fence knots free download

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

Preview — Seamless 3d texture pbr 8k split rail fence with rough wood texture and fence knots

IDseamless-3d-texture-pbr-8k-split-rail-fence-with-rough-wood-texture-and-fence-knots
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture features a highly detailed split rail fence crafted from rough, untreated wood, designed to replicate the natural characteristics of traditional wooden fencing. The material base consists of aged hardwood, exhibiting distinct grain patterns interspersed with prominent fence knots and surface irregularities such as splinters and minor cracks. The geometric form follows the linear, horizontal plank structure typical of split rail fences, with each rail rendered to emphasize its rugged, uneven surface and weathered edges. The texture’s porosity and slight surface erosion reflect prolonged outdoor exposure, capturing the tactile roughness and subtle color shifts found in natural wood, from warm amber browns to cooler grayish tones in weathered areas.

Compositionally, the wood substrate carries no artificial coatings, relying on natural resins and lignin as binders, which contribute to the organic, fibrous grain visible throughout the texture. Variations in fiber density and knot placement introduce localized surface deformations, which are accurately portrayed through the height and normal maps. The roughness map highlights the unpolished, matte finish of the wood, emphasizing areas where weathering has increased surface texture, while the metallic channel remains neutral, reflecting the non-metallic nature of the material. Ambient occlusion enhances the depth around knots and grooves, adding realism to the interplay of light and shadow across the rails.

Rendered in an ultra-high 8K resolution, this PBR texture ensures exceptional clarity and detail, suitable for close-up renders and large-scale outdoor scenes within Blender, Unreal Engine, and Unity environments. The seamless tiling capability allows for continuous application without visible repetition, making it ideal for expansive fence lines or rustic architectural elements. The base color map captures the nuanced wood pigments ranging from reddish undertones near fresh splits to desaturated grays in sun-exposed zones, providing a faithful reproduction of natural wood coloration under neutral lighting conditions.

For optimal integration, it is advisable to carefully adjust the UV scaling to maintain realistic plank proportions and avoid texture stretching. Fine-tuning the roughness map can help simulate varying degrees of weathering, while blending height and normal maps can enhance the perceived depth and tactile quality of knots and grain. This approach ensures that the texture adapts well to different lighting setups and rendering engines, preserving its photorealistic detail and material authenticity across diverse 3D projects featuring rustic wooden fences.

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}

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