Seamless 3d texture pbr 8k linoleum sheet with granular surface and matte finish in earth tones free download

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

Preview — Seamless 3d texture pbr 8k linoleum sheet with granular surface and matte finish in earth tones

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

This seamless 3D texture represents a commercial-grade linoleum sheet characterized by a granular, coarse grain surface and a matte finish in warm earth tones with subtle multi-color variations. Linoleum, traditionally composed of natural materials such as linseed oil, cork dust, wood flour, and mineral fillers, is set on a durable jute fiber backing that provides structural support and dimensional stability. The texture simulates the fine particulate aggregates embedded within the resilient flooring substrate, creating a realistic porous surface that captures light diffusely. Pigments based on natural earth colors—ochres, siennas, and muted greens—are evenly distributed throughout the material, resulting in a visually rich, multi-hued matte appearance that enhances authenticity and depth.

Geometrically, the texture depicts a continuous linoleum sheet with a subtle, irregular granular pattern rather than repeating tiles or planks, emphasizing the material’s monolithic form. The coarse grain is modeled through a high-resolution normal map that conveys micro-surface variations and a slightly bumpy feel, while the roughness channel ensures a predominantly non-reflective, matte finish by scattering light softly across the surface. The base color (albedo) channel accurately captures the earth tone palette with natural pigment blending, and the ambient occlusion map adds depth by darkening recessed grain areas, enhancing the perception of surface complexity. The height/displacement map subtly emphasizes the granular relief without exaggerating height differences, contributing to a tactile realism suitable for close-up renders.

From a PBR workflow perspective, this 8K texture set is optimized for physically based rendering engines such as Blender’s Cycles and Eevee, Unreal Engine, and Unity. The metallic channel is kept at zero to reflect the non-metallic nature of linoleum, while the roughness map is calibrated to maintain the characteristic matte finish typical of resilient flooring. The texture’s high resolution allows for detailed close-ups and fine surface interaction under varying lighting conditions, making it ideal for architectural visualization, interior design, and product visualization projects that require photorealistic material fidelity.

For practical application, it is recommended to adjust the UV scale carefully to prevent the granular details from appearing either too repetitive or overly large relative to the scene scale. Additionally, fine-tuning the roughness value can help adapt the material’s tactile appearance to different lighting environments, while blending the height and normal maps subtly improves surface detail without causing shading artifacts. This ensures the linoleum texture maintains both its visual authenticity and performance efficiency across real-time and offline rendering workflows.

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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