Seamless 3d texture pbr 8k linoleum sheet with sound absorbent textured surface and matte finish free download

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

Preview — Seamless 3d texture pbr 8k linoleum sheet with sound absorbent textured surface and matte finish

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

This seamless 3D texture represents a linoleum sheet designed specifically for resilient commercial flooring applications. The material is composed primarily of natural linseed oil combined with wood flour and cork dust as aggregates, bonded within a durable jute backing substrate. This combination results in a dense yet flexible sheet that provides excellent sound absorption and impact resilience. The surface exhibits a fine grain geometric pattern resembling tightly packed micro-granules, uniformly distributed across the sheet to create a subtle textured effect. The form maintains a consistent thickness and flat profile, ideal for smooth installation while contributing to its noise-reducing properties.

The texture's matte finish is achieved through a finely controlled surface treatment that minimizes reflectivity and glare. This finish showcases a neutral palette with muted earth tones, achieved by carefully blended natural pigments mixed into the base color layer. These pigments provide a soft, organic appearance that integrates well into various architectural environments. The linoleum’s porosity is low, contributing to its durability and ease of maintenance, while the fine grain texture enhances tactile grip and visual interest without overwhelming the design.

In terms of Physically Based Rendering (PBR) channels, the BaseColor (Albedo) map captures the nuanced neutral hues and subtle pigment variations. The Normal map defines the delicate fine grain texture and micro-reliefs that simulate the sound-absorbing surface structure. Roughness maps emphasize the matte finish by distributing reflectivity evenly with minimal specular highlights, while the Metallic channel remains near zero, reflecting the non-metallic organic composition. Ambient Occlusion maps enhance the perception of depth within the grain pattern, and Height/Displacement maps provide subtle surface undulations that increase realism under dynamic lighting.

This texture is rendered at an ultra-high 8K resolution, ensuring exceptional detail and clarity for close-up views and large-scale applications. It is fully optimized and compatible with Blender, Unreal Engine, and Unity, making it suitable for architectural visualization, game environments, and VR simulations. For best results during implementation, it is recommended to carefully adjust the UV scale to maintain the natural grain size relative to the scene context. Additionally, blending a slight height map with the normal map can enhance the subtle depth effects without creating unnatural surface distortions, while tuning roughness can help simulate varying wear levels or cleaning states.

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.


::contentReference[oaicite:0]{index=0}

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