This seamless 3D wallpaper texture combines the visual characteristics of rustic woodgrain with the tactile impression of natural woven fibers, resulting in a richly detailed surface that balances organic warmth and structural complexity. The base material can be described as a composite substrate, where aged timber planks serve as the primary form, overlaid or interwoven with fine, natural plant fibers such as jute or hemp. This layering produces a subtle interplay between the hardness of wood and the softness of textile, reflected in the texture’s intricate grain patterns and fibrous surface relief. The geometric form is that of elongated wooden planks, arranged horizontally with natural woodgrain veins and knots, while subtle woven fiber motifs are embedded within the grain, giving a tactile, textile-inspired dimension to the wallpaper.
Compositionally, the wallpaper’s substrate mimics reclaimed wood with weathered porosity and fine surface cracks, indicative of oxidation and natural aging processes. The wood fibers are bound together by a matte adhesive layer that simulates resin or natural binders, maintaining cohesion while allowing slight surface irregularities. Aggregates include microscopic wood splinters and intertwined plant fibers, contributing to the overall depth and tactile quality. The surface finish is predominantly matte with a lightly brushed texture, emphasizing the fibrous feel without excessive gloss. Colorants are muted earth tones—warm browns, subtle ochres, and soft grays—applied via photorealistic albedo maps to replicate natural pigment absorption and fading in wood and fibers.
In terms of PBR mapping, the high-resolution 8K textures include a detailed BaseColor (Albedo) channel showcasing the nuanced coloration of wood and fibers. The Normal map captures the fine relief of grain ridges, fiber strands, and surface imperfections, enhancing the three-dimensional realism. Roughness maps define a predominantly matte finish with slight variance to simulate areas where the wood grain is smoother or the fibers more pronounced. The Metallic channel remains minimal to nil, reflecting the non-metallic nature of wood and natural fibers. Ambient Occlusion maps add subtle shadowing in recessed grain and fiber intersections, while Height/Displacement maps enable realistic depth perception, particularly useful for parallax effects or mesh displacement in 3D environments.
This texture is optimized for compatibility with Blender, Unreal Engine, and Unity, ensuring seamless integration into architectural visualizations, interior design renders, or game environments requiring natural, rustic wallpaper finishes. When working with this texture, it is recommended to carefully adjust the UV scale to maintain the natural proportions of the wood planks and woven patterns. Additionally, fine-tuning the roughness map can enhance the tactile contrast between smoother wood surfaces and the textured fibrous areas, while blending height and normal maps can improve the perception of depth without overloading geometry complexity.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
