Seamless 8k 3d texture pbr split rail fence with dry wood and sunlit fence post natural aged appearance free download

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

Preview — Seamless 8k 3d texture pbr split rail fence with dry wood and sunlit fence post natural aged appearance

IDseamless-8k-3d-texture-pbr-split-rail-fence-with-dry-wood-and-sunlit-fence-post-natural-aged-appearance
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K 3D PBR texture represents a classic split rail fence constructed from naturally aged, dry wood. The geometric form follows the typical horizontal plank arrangement with vertical fence posts, showcasing a repeating pattern of roughly hewn rails intersecting with sturdy posts. Each wooden element exhibits pronounced grain lines, deep knots, and visible splinters, conveying the organic irregularities of weathered timber. The material’s substrate is solid wood, primarily composed of cellulose fibers and lignin, which over time develops micro-cracks and slight porosity due to exposure to sun and moisture. The dry wood finish reflects a matte, slightly rough surface that has been naturally sanded by the elements rather than artificially polished or coated, allowing the texture to capture the nuanced interplay of light and shadow on uneven surfaces.

The base color (Albedo) channel accurately reproduces the warm, sunlit hues of aged wood, ranging from soft honey tones to muted grays, with subtle variations where knots and imperfections occur. The normal map enhances the perception of the wood’s tactile roughness and carved grain, providing depth to small fissures and raised splinters that enhance realism in close-up renders. Roughness is moderately high, reflecting the unpolished, dry surface that scatters light diffusely, while the metallic channel remains uniformly low, as wood is a non-metallic organic material. Ambient occlusion maps emphasize the crevices between rails and around knots, enhancing shadowing to convey dimensionality. Height or displacement maps capture the uneven topography of the wood’s natural wear, including slight warping and erosion, which supports parallax effects and detailed surface deformation in supported engines.

The texture’s natural weathering is evident through subtle discoloration, localized fading from UV exposure, and minor surface abrasions, all of which are reflected in the transition of color and roughness channels. No artificial pigments or coatings are present, maintaining the authenticity of untreated, rustic timber. This texture is optimized for use in Blender, Unreal Engine, and Unity, offering seamless tiling with consistent detail at an 8K resolution, enabling high fidelity close-ups without pixelation. The pattern’s seamless design ensures that large fence structures can be textured uniformly without visible repetition or seams, an important consideration for expansive outdoor environments.

For practical implementation, it’s recommended to adjust the UV scale to maintain the natural size of wood grain relative to the scene’s scale, avoiding overly large or small textures that break immersion. Additionally, fine-tuning the roughness map can help achieve different visual effects, from slightly damp wood with reduced roughness to sun-baked dry surfaces with increased roughness. When working with height and normal maps, blending parallax occlusion mapping with normal mapping can enhance the perception of depth without excessive geometry, particularly useful for real-time applications in game engines. This texture is ideal for environments requiring realistic natural fences, such as rural landscapes, farms, or historical settings, where authenticity and detail are paramount.

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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