Seamless 3d texture pbr 8k vertical slats wooden fence with sun bleached wood and fence knots free download

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

Preview — Seamless 3d texture pbr 8k vertical slats wooden fence with sun bleached wood and fence knots

IDseamless-3d-texture-pbr-8k-vertical-slats-wooden-fence-with-sun-bleached-wood-and-fence-knots
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture depicts a wooden fence composed of vertical slats, crafted from sun-bleached timber that exhibits natural weathering effects. The base material consists of solid wood planks, characterized by a fibrous grain structure and visible fence knots that add organic detail. The surface reveals subtle cracks and fine fissures caused by prolonged UV exposure and natural drying, contributing to the aged appearance. The wood’s porosity is moderately pronounced, allowing for realistic absorption and diffusion of light, while the finish retains a matte, slightly roughened feel typical of outdoor untreated or minimally treated wood. The coloration is a soft, faded beige with hints of pale grey and off-white, reflecting the sun-bleached effect without artificial pigmentation.

In terms of physical composition, the texture captures the natural wood substrate with no additional binders or coatings visible, as the surface shows signs of weathering rather than protective varnishes or paints. The knots represent denser, resin-rich areas within the grain, producing localized variations in roughness and height. The pattern follows a regular vertical plank alignment, each slat uniform in width but organically irregular in grain and knot placement, creating a repetitive yet naturalistic rhythm. These geometric and material characteristics translate directly into the PBR maps: the BaseColor (Albedo) channel conveys the nuanced sun-bleached tones and subtle color shifts; the Normal map encodes the fine wood grain, knots, and surface cracks; Roughness captures the matte, weathered texture with slight variability; Metallic remains negligible, reflecting the non-metallic nature of wood; Ambient Occlusion enhances the depth around knots and plank edges; and Height/Displacement maps provide accurate surface relief for parallax or tessellation effects.

The texture is rendered at an impressive 8K resolution, ensuring exceptional detail for close-up inspection in 3D environments. Its seamless design enables flawless tiling across large surfaces without visible repetition, making it ideal for architectural visualization, game environments, or outdoor scene creation. Compatibility with Blender, Unreal Engine, and Unity is fully supported, allowing straightforward integration into various rendering workflows and real-time engines. The high resolution and comprehensive PBR channel set facilitate realistic lighting interactions, essential for photorealistic wood material simulation.

For optimal application, it is advisable to adjust the UV scale to maintain natural plank proportions relative to the scene context, preventing distortion of the vertical slat pattern. Additionally, fine-tuning the roughness map can simulate varying degrees of surface wear, from freshly bleached to more weathered states. When using height or parallax mapping, blending with the normal map enhances the perception of depth around knots and cracks without excessive geometry displacement, preserving performance while maximizing visual fidelity.

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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