Seamless 3d texture pbr 8k wooden gate fence with splintered wood and fence shadow effects free download

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

Preview — Seamless 3d texture pbr 8k wooden gate fence with splintered wood and fence shadow effects

IDseamless-3d-texture-pbr-8k-wooden-gate-fence-with-splintered-wood-and-fence-shadow-effects
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture depicts a wooden gate fence constructed from weathered planks of natural timber, showcasing a realistic pattern of vertically aligned wooden boards with irregular splintered edges and subtle surface imperfections. The base material is aged hardwood, characterized by its fibrous grain structure and varying degrees of porosity due to natural wear and exposure to outdoor elements. The composition includes the primary wood substrate with visible cellulose fibers and natural resins acting as binders within the fibrous matrix. Over time, environmental factors have caused minor fissures, splinters, and erosion on the plank surfaces, contributing to the texture’s authentic roughness and unevenness. Pigments arise from natural tannins and exposure-induced color shifts, ranging from warm honey browns to muted grays, which are faithfully reproduced in the BaseColor and Ambient Occlusion maps to enhance depth and tonal variation.

The surface finish retains a semi-matte, weather-beaten appearance with no artificial polish, highlighting the tactile feel of aged wood. The Normal map captures the intricate relief of raised wood grain, splintered fibers, and subtle cracks, delivering pronounced surface detail that reacts convincingly to dynamic lighting. The Roughness channel reflects the coarse texture of the wood, with increased roughness around splintered areas and softened values on flatter, worn sections, accurately simulating diffuse reflection characteristics. The Metallic map is uniformly minimal, as the material is non-metallic timber, ensuring physically plausible shading without unwanted reflections. Height and Displacement maps provide fine elevation data for enhanced parallax and microgeometry effects, emphasizing the depth of cracks and the layered structure of the gate’s wooden planks. Ambient Occlusion contributes to natural shadowing within crevices and behind overlapping boards, reinforcing the three-dimensionality of the fence.

This 8K resolution texture is optimized for use in high-end 3D software such as Blender, Unreal Engine, and Unity, ensuring exceptional clarity and fidelity in close-up renders and large-scale environments. Its seamless tiling capability allows for uniform repetition across extensive fence surfaces without visible seams or pattern breaks, supporting flexible UV mapping workflows. For practical use, it is advisable to carefully adjust the UV scale to maintain realistic wood grain proportions, avoiding distortion that could compromise material believability. Additionally, tuning the Roughness map can help achieve the desired balance between matte and slightly reflective surfaces depending on lighting scenarios, while blending Height and Normal maps can enhance depth perception without excessive displacement performance costs.

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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