Seamless 8k 3d texture pbr rough wood fence post with knots and splinters in aged wood finish free download

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

Preview — Seamless 8k 3d texture pbr rough wood fence post with knots and splinters in aged wood finish

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

This seamless 8K PBR 3D texture depicts a rough wood fence post characterized by its natural knots, splinters, and an aged wood finish. The base material is weathered hardwood, likely oak or cedar, known for its durability in outdoor environments. The geometric form follows the cylindrical, slightly irregular shape of a traditional fence post, with visible longitudinal grain patterns and occasional radial cracks that emphasize the wood’s fibrous structure. The surface is uneven and coarse, featuring numerous small splinters and worn edges that result from prolonged exposure to sun, rain, and wind. This texture captures the intrinsic porosity and natural decay processes of dry wood, including subtle fissures and discoloration from oxidation and UV damage.

The composition of the wood includes a dense cellulose fiber substrate bonded by lignin, which acts as a natural adhesive holding the fibrous grains together. The texture’s color palette ranges from warm ochres and muted browns to desaturated grays, reflecting the sunlit, weathered appearance of aged wood. Pigmentation is mostly natural, derived from tannins and extractives within the wood, with no artificial coatings, giving a matte, non-reflective finish consistent with outdoor fence posts. The surface finish is rough and unpolished, emphasizing tactile irregularities such as raised grain and splintered edges, which enhance light scattering and shadowing effects in rendering.

In terms of PBR channels, the BaseColor (Albedo) map accurately replicates the nuanced color variations of dry, aged wood, including darker areas around knots and cracks. The Normal map provides detailed relief of the wood grain, splinters, and subtle surface imperfections, adding depth and realism without geometry. The Roughness map is tuned to reflect the coarse, weathered surface, with higher roughness values in areas of exposed, sun-dried wood and slightly lower values near knots where the grain is denser. The Metallic channel remains at zero, as wood is non-metallic. Ambient Occlusion enhances the shading around knots and crevices, emphasizing depth. The Height/Displacement map contributes fine surface detail for parallax and tessellation effects, reinforcing the texture’s tactile quality.

This texture is optimized at an 8K resolution to provide exceptional detail suitable for large-scale 3D projects requiring authentic fence post visuals. It is fully compatible and ready to use in Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse workflows. For practical use, it is recommended to carefully adjust the UV scale to maintain natural proportions and avoid repetition artifacts. Additionally, fine-tuning the roughness channel can help achieve the desired balance between matte and slightly worn areas, while blending height and normal maps enhances perceived surface complexity without heavy geometry.

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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