Seamless 8k 3d texture pbr split rail fence with rough wood and fence post in natural dry wood finish free download

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

Preview — Seamless 8k 3d texture pbr split rail fence with rough wood and fence post in natural dry wood finish

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

This seamless 8K PBR 3D texture captures the authentic appearance of a traditional split rail fence constructed from rough, natural dry wood. The material is primarily aged hardwood, characterized by a coarse grain structure interspersed with prominent knots and occasional splinters, reflecting years of exposure to outdoor elements. The wood substrate shows subtle porosity and natural fissures, while the surface finish is matte and weathered, with no artificial gloss or polish, emphasizing the rustic, sunlit quality of the fence. The fence posts exhibit additional textural complexity, featuring natural cracks and layered grain patterns typical of seasoned timber used in rural fencing.

Geometrically, the texture simulates the linear, horizontal form of split rails supported by vertical posts, creating a repetitive pattern that emphasizes the elongated, cylindrical shape of the rails combined with the more robust, squared-off posts. The texture’s seamless design allows for continuous tiling without visible borders, making it suitable for large-scale environments. Fine details such as wood knots and grain directionality are carefully preserved, enhancing realism when viewed up close or at a distance. The interplay of light and shadow on the rough wood surface is captured through high-resolution normal and height maps, adding depth and dimensionality to the material.

From a PBR workflow perspective, the BaseColor (Albedo) map faithfully reproduces the natural dry wood tones, ranging from soft honey browns to muted grays, with subtle variations introduced by sun bleaching and weathering. The Normal map encodes the uneven grain, knots, and splintered surfaces, contributing to realistic light interaction. Roughness values are high and varied, reflecting the unpolished, coarse texture of aged wood, while the Metallic channel remains near zero, as wood is non-metallic. Ambient Occlusion enhances the perception of depth around knots and cracks, and Height/Displacement maps provide realistic relief, allowing for effective parallax or tessellation shading in modern rendering engines.

This 8K texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility and high fidelity across popular 3D platforms. For practical implementation, it is recommended to adjust the UV scale to maintain the natural grain size relative to scene elements, preventing exaggeration or loss of detail. Additionally, fine-tuning the roughness map can help balance the material’s response to varying lighting conditions, while blending height and normal maps can enhance surface complexity without excessive polygonal detail.

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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