This seamless 8K PBR 3D texture depicts a black wrought iron fence characterized by vertical iron bars topped with sharp, pointed spikes and reinforced by horizontal crossbeams fastened with sturdy metal bolts. The material composition reflects traditional wrought iron, forged from iron combined with small amounts of carbon to enhance strength and malleability. The iron bars present a solid, tubular geometry with consistent diameter, while the spikes are conical and sharply tapered, providing a distinctive silhouette often associated with security fencing. The crossbeam structure is rectangular in profile, intersecting the vertical bars and joined with rounded, slightly raised metal bolts that add realistic mechanical detail. The overall form combines linear repetition and ornamental elements, creating an intricate yet orderly pattern suitable for seamless tiling across large surfaces.
The surface finish of this fence texture exhibits a rough, oxidized metal appearance typical of outdoor wrought iron exposed to weathering. The base substrate is dense iron metal, with oxidation layers forming a matte black patina interspersed with subtle rust tones and faint discolorations, indicative of prolonged exposure to humidity and air. The roughness channel captures micro-surface irregularities, contributing to diffuse light scattering and emphasizing the aged, somewhat corroded quality of the iron. The metallic channel reflects the highly conductive nature of iron, with a consistent value confirming the metal’s solid composition. Ambient occlusion enhances crevices around bolts and intersections where shadows naturally accumulate, while the height and normal maps provide fine surface detail such as pitting, scratches, and weld seams, enabling realistic depth perception and light interaction in 3D environments.
Color-wise, the BaseColor (Albedo) layer is dominated by deep black tones mixed with subtle rusty browns and dark grays from oxidation, accurately reproducing the complex coloration of weathered wrought iron. The normal map defines the subtle embossing and dents on the iron bars and spikes, enhancing tactile realism. Roughness varies moderately across the surface, with smoother areas on bolts and crossbeams contrasting with rougher, corroded iron bars. This variation enables nuanced reflections and helps convey the material’s history of wear. The height map supports parallax effects, allowing for enhanced perception of the fence’s three-dimensional details such as bolt heads and raised spikes when applied in real-time renderers.
Designed for seamless application, this texture is optimized at an 8K resolution to maintain exceptional detail even in close-up views, ensuring crispness and clarity for high-fidelity renders. It is fully compatible with major 3D software and game engines including Blender, Unreal Engine, and Unity, supporting all essential PBR channels for physically accurate lighting and shading. For practical use, it is recommended to carefully adjust UV scaling to preserve the natural proportions of the iron bars and spikes, avoiding distortion. Additionally, fine-tuning the roughness map can help achieve the desired weathering effect—lower values for polished areas, higher for rusted or rough patches. Blending height and normal maps can further enhance the perceived depth without excessive geometry complexity, making this texture versatile for architectural visualizations and interactive game environments requiring authentic wrought iron fence detailing.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo → Base Color
roughness → Roughness
metallic → Metallic (for wood this often stays near 0)
normal → Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height → Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height → Height.
- 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:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
