Seamless 8k 3d texture pbr woven wood garden fence with green fence paint and fence latch hardware free download

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

Preview — Seamless 8k 3d texture pbr woven wood garden fence with green fence paint and fence latch hardware

IDseamless-8k-3d-texture-pbr-woven-wood-garden-fence-with-green-fence-paint-and-fence-latch-hardware
Fences
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8k PBR 3D texture captures the intricate form of a woven wood garden fence painted in a vibrant green hue. The base material consists of tightly interlaced wooden slats, creating a traditional woven pattern that provides both structural integrity and aesthetic complexity. Each wooden element showcases a natural grain structure with subtle knots and fine grooves, reflecting the organic characteristics of freshly milled hardwood. The wood fibers exhibit low porosity, indicative of a smooth surface finish achieved through sanding and a fresh application of green paint, which acts as a protective binder and pigment layer, enhancing durability against outdoor elements.

The painted wood surface is characterized by its smooth, matte finish with slight variations in roughness that simulate the tactile feel of real painted timber. The green pigment is evenly distributed across the surface, with minor tonal shifts around knots and edges, contributing to a natural, weather-resistant appearance. The woven arrangement generates subtle height variations and depth, which are accurately represented in the height and normal maps, allowing for realistic light interaction and shadowing. The fence latch hardware introduces a metallic element to the composition, with non-reflective, slightly weathered metal properties mapped to the metallic and roughness channels, adding mechanical detail and functional realism.

Within the PBR workflow, the BaseColor (Albedo) map delivers the rich green paint interspersed with natural wood tones visible through thin paint layers or wear. The Normal map encodes fine grain details, knots, and the woven pattern’s subtle relief, essential for realistic surface shading in real-time engines. Roughness values are modulated to reflect the smooth paint finish contrasted by the slightly coarser texture of the latch hardware. The Metallic map isolates the latch components, setting them to a low to moderate metallic reflectance. Ambient Occlusion enhances the perception of depth where wood slats overlap and where the latch interfaces with the fence, while the Height/Displacement map supports parallax or tessellation effects to emphasize the three-dimensional woven form.

This texture is optimized for high-fidelity use in Blender, Unreal Engine, and Unity, providing seamless tiling across large fence surfaces without visible repetition, thanks to its 8k resolution. For practical application, it is advisable to carefully adjust UV scale to maintain the natural size and proportion of the woven pattern relative to the scene scale. Additionally, tuning roughness values can help achieve the desired weathering effect, while blending height and normal maps can enhance the perception of depth on lower-end rendering pipelines or when parallax occlusion mapping is used.

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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