This seamless 3D texture wallpaper features a sophisticated Scandinavian-inspired design that harmoniously blends woven grasscloth and linen weave materials. The base substrate mimics natural grass fibers intricately interlaced with fine linen threads, creating a tactile surface characterized by subtle ridges and valleys. The interplay of these two organic fibers results in a geometric pattern reminiscent of a traditional woven textile, with a consistent yet irregular weave that adds visual depth and authenticity. The texture’s surface finish is matte with a softly brushed appearance, highlighting the inherent porosity and fibrous structure of the materials while maintaining a natural, uncoated look.
The composition reflects a layered construction where natural plant-based fibers form the primary aggregate, bound by a subtle, invisible adhesive matrix that allows the grain and texture of the fibers to remain prominent. This adhesive acts as a low-gloss binder, preventing excessive sheen and preserving the wallpaper’s earthy aesthetic. Pigments are muted and neutral, dominated by warm beige and soft off-white tones, echoing the gentle hues of untreated linen and dried grasscloth. The porous nature of the fiber surface contributes to slight variations in light absorption and scattering, enhancing the realistic depth and shadow play across the wallpaper’s face.
In the PBR workflow, the BaseColor (Albedo) channel accurately reproduces the nuanced coloration of intertwined grass and linen fibers without artificial gloss. The Normal map captures the intricate weave geometry, emphasizing raised threads and subtle fabric undulations to simulate the tactile irregularities of handwoven material. Roughness is set relatively high to emulate the matte, fibrous surface, preventing unwanted reflections and reinforcing the naturalistic appearance. The Metallic channel remains near zero, consistent with non-metallic organic materials. Ambient Occlusion enhances crevices between individual fibers, adding shadow depth, while the Height/Displacement map is finely tuned to accentuate the three-dimensional relief of the weave without creating harsh edges.
Rendered at an exceptional 8K resolution, this texture ensures crisp detail retention even on large-scale surfaces, making it ideal for close-up visualizations in Blender, Unreal Engine, and Unity. Its seamless tileability allows for versatile application across walls of varying sizes without visible repetition. For optimal results, it is recommended to calibrate UV scaling carefully to preserve the natural scale of the woven pattern; avoid excessive tiling that might distort fiber proportions. Adjusting roughness can also help tailor the material’s tactile feel to different lighting environments, while blending the height and normal maps subtly can enhance the perception of depth without compromising performance in real-time engines.
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.
