Seamless 8k 3d texture pbr rustic picket fence with painted wood and peeling paint effect free download

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

Preview — Seamless 8k 3d texture pbr rustic picket fence with painted wood and peeling paint effect

IDseamless-8k-3d-texture-pbr-rustic-picket-fence-with-painted-wood-and-peeling-paint-effect
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR 3D texture represents a rustic picket fence constructed from painted wood planks arranged vertically and evenly spaced, forming the classic geometric pattern typical of countryside fencing. The base material is solid wood, characterized by prominent grain patterns, natural knots, and occasional splinters, which contribute to the tactile roughness and authenticity of the surface. The wood substrate shows signs of weathering, with dry, cracked fibers and subtle porosity variations that reflect prolonged exposure to outdoor elements. The painted surface layer is semi-matte, exhibiting peeling paint flakes that partially reveal the underlying dry wood. This paint likely consists of traditional pigmented binders mixed with mineral fillers, contributing colorants that have faded unevenly, creating a nuanced blend of white and off-white hues with hints of exposed raw timber beneath. The fence posts maintain similar textural fidelity with additional wear marks and rounded edges, indicative of natural erosion and mechanical impact.

From a materials perspective, the texture’s layering is expertly captured across multiple PBR channels to simulate realistic light interaction. The BaseColor (Albedo) map conveys the contrast between chipped white paint and the warm brown tones of the underlying wood grain, while the Normal map emphasizes the tactile roughness of knots, splinters, and peeling edges, providing depth and subtle surface irregularities. The Roughness map varies across the texture, with higher values on exposed dry wood areas to reflect a matte, weathered finish, and slightly lower roughness on remaining paint patches that retain some smoothness. The Metallic channel remains near zero, as wood and paint are non-metallic materials, ensuring physically accurate reflections. Ambient Occlusion enhances shadowing in crevices such as around knots and under peeling paint, increasing visual depth. Height or Displacement maps capture the relief of the peeling paint layers and raised wood grain, allowing for enhanced parallax effects and realistic surface variation in 3D environments.

This texture is optimized for seamless tiling, making it ideal for large fence surfaces without visible repetition. Its 8K resolution ensures exquisite detail suitable for close-up renders and real-time applications in Blender, Unreal Engine, and Unity. The high resolution captures intricate wood grain patterns and subtle paint imperfections, preserving material authenticity even at extreme zoom levels. The texture’s form emphasizes vertical planks with slight spacing, and the organic irregularities of wood grain and peeling paint create a dynamic, natural appearance rather than a uniform pattern.

For practical use, it is advisable to carefully adjust the UV scale in your 3D software to match the intended fence dimensions, as this texture’s high detail can reveal repeating patterns if scaled improperly. Fine-tuning the roughness map can help achieve the desired wetness or dryness effect depending on scene lighting and environmental conditions. Additionally, blending the height map with a subtle normal map overlay can enhance the perception of depth, especially in real-time engines, without incurring significant performance costs. This approach ensures the rustic picket fence texture remains visually convincing under various lighting and viewing angles.

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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