This seamless 8k PBR 3D texture presents a meticulously crafted depiction of classic window blinds integrated within a detailed window frame setup. The primary material suggested by the texture is painted wood or high-quality coated aluminum, commonly used for window blinds and frames due to their durability and refined appearance. The slats exhibit a subtle laminated finish, characterized by a smooth, slightly glossy surface with gentle grain patterns that reflect the natural wood fibers or fine metallic brushing. The window sill, latch, handle, lock, and hinges are modeled with precision, representing materials such as powder-coated metal or painted wood, each with distinct surface treatments—ranging from matte to semi-gloss finishes—that contribute to the photorealistic quality of the texture. Adjacent window curtains introduce fabric elements with softly varied folds and weave patterns, adding to the composite realism of the scene.
Structurally, the slats of the blinds follow a uniform rectangular plank geometry, arranged in parallel rows with consistent spacing that supports seamless tiling across diverse window sizes. The frame elements exhibit clean, squared profiles with sharp edges and subtle bevels, replicating typical joinery details found in real window assemblies. The texture’s composition reflects a layered substrate: a solid base material (wood or metal) bound with protective coatings or paint layers, which act as binders and colorants. The surface is free from significant porosity or weathering effects, implying a well-maintained indoor installation, while minor surface imperfections and subtle dust accumulation are captured in the ambient occlusion and roughness maps to enhance depth and authenticity.
Mapping to PBR channels, the BaseColor (Albedo) map conveys the nuanced coloration of the materials, including the muted off-white or pastel tones of the blinds, the natural wood hues or metallic grays of the frame and hardware, and the soft fabric colors of the curtain. The Normal map accurately encodes the fine grain of the wood or brushed metal textures, along with the intricate details of the hinges and latch mechanisms. Roughness variations reflect the differing finishes: smoother, semi-gloss slats contrast with the more matte window sill and hardware components. The Metallic channel isolates the metal parts such as the latches, locks, and hinges, while non-metallic areas like the blinds and curtains remain at zero metallic. Ambient Occlusion enhances the perception of depth around overlaps and crevices, and the Height/Displacement map provides subtle relief for the slats’ edges and fabric folds, improving realism in close-up renders.
This texture is optimized at 8k resolution, ensuring exceptional detail suitable for high-fidelity visualization in Blender, Unreal Engine, and Unity. Its seamless nature allows for flexible application across various window dimensions without visible repetition, making it ideal for interior architectural visualization and game asset texturing. For best results, it is recommended to adjust the UV scale to maintain the natural proportion of slats relative to the overall window size and to fine-tune the roughness map in the shader to match the desired lighting conditions. Additionally, blending height and normal maps can enhance the perception of depth on slats and curtain fabric, especially when using parallax or tessellation techniques 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.
