Seamless 3d texture pbr 8k homogeneous linoleum sheet with matte finish free download

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

Preview — Seamless 3d texture pbr 8k homogeneous linoleum sheet with matte finish

IDseamless-3d-texture-pbr-8k-homogeneous-linoleum-sheet-with-matte-finish
Linoleum
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture depicts a homogeneous linoleum sheet characterized by a matte finish and a fine grain surface, designed to emulate industrial and commercial-grade flooring materials. The linoleum’s composition typically consists of a natural substrate made from linseed oil, wood flour, and cork dust, bonded with resilient binders and adhesives that create a dense, uniform sheet. The texture’s solid color and neutral palette reflect the addition of stable, non-fading pigments dispersed evenly throughout the material, resulting in a consistent BaseColor channel with minimal variation. The fine grain visible across the surface mimics subtle fibrous inclusions and compressed aggregate particles, which contribute to the tactile quality and visual depth captured in the Normal and Height maps.

Structurally, the linoleum sheet is smooth yet textured, exhibiting a lightly embossed, homogeneous pattern without pronounced geometric forms such as tiles or planks. This uniformity supports its industrial use, where durability and ease of maintenance are critical. The surface finish is distinctly matte, achieved through a controlled roughness that diffuses light softly without glossiness, accurately represented in the Roughness map for physically based rendering (PBR). The material’s non-metallic nature is reflected in the Metallic channel, which is set to zero, underscoring its organic, polymeric composition. Ambient Occlusion enhances the perception of subtle surface depressions and fine grain irregularities, adding realism under varied lighting conditions.

Rendered in 8K resolution, this texture ensures exceptional detail and crispness, suitable for high-fidelity visualizations and close-up inspections. It is fully optimized for use in Blender, Unreal Engine, and Unity, supporting seamless tiling and high-performance rendering workflows. The Height and Normal maps work in tandem to create convincing surface relief and subtle depth variations, essential for simulating the linoleum’s low-profile grain and slight embossing without overwhelming the visual simplicity of the solid color sheet. This makes it an excellent candidate for large-scale flooring surfaces where visual uniformity and material realism are paramount.

For practical application, it is advisable to adjust the UV scale carefully to maintain the appearance of the fine grain and avoid texture repetition, particularly in expansive floor layouts. Additionally, tuning the Roughness map can help mimic different wear levels or cleaning conditions, from slightly polished to more matte, weathered finishes. Blending the Height map subtly with the Normal map enhances the tactile quality without introducing harsh surface distortions, preserving the linoleum’s characteristic smooth but textured appearance.

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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