This seamless 3D texture presents a highly detailed closeup of angora wool fibers, showcasing the delicate softness and fine fluffiness characteristic of this natural material. The surface consists of short, dense wool pile with a subtly uneven, plush geometry that mimics the natural clustering and slight waviness of angora strands. The underlying substrate is a tightly woven textile base, providing structural integrity, while the visible fibers emerge as loose, airy aggregates that create a tactile, voluminous surface. The natural white color of the wool is accurately captured through a neutral BaseColor (Albedo) map, reflecting the subtle tonal variations and light scattering inherent to angora fibers.
In terms of physical composition, the texture simulates the interplay between the fibrous aggregates and the underlying weave, with a fine porosity that allows light to diffuse softly, enhancing the perception of fluffiness and depth. The surface finish is matte, free from gloss or metallic reflection, which is appropriately represented by a low Metallic map and a moderately high Roughness value to replicate the soft, non-reflective nature of wool. The Normal and Height maps provide intricate micro-geometry details of individual fibers and wool pile elevation, adding realistic depth and shadowing when rendered. Ambient Occlusion enhances crevices between fiber clusters, increasing visual contrast and dimensionality.
Rendered at an ultra-high 8K resolution, this PBR texture set is optimized for physically based rendering workflows in Blender, Unreal Engine, and Unity, ensuring crisp detail even at close camera views. The texture's seamless tileability allows for flexible application on various 3D models without visible repetition, making it suitable for textile simulations, digital fashion design, and high-fidelity environmental assets. The neutral lighting setup embedded in the maps allows straightforward customization of lighting conditions and color grading within your rendering pipeline.
For practical usage, it is recommended to carefully adjust the UV scale to maintain the natural proportion of wool fibers relative to the model, avoiding unnatural stretching or compression. Fine-tuning the Roughness channel can help balance the softness and subtle light scattering effects, while blending Normal and Height maps can enhance the tactile realism of the wool fluff, particularly when using parallax or displacement techniques in your rendering engine. This approach ensures a convincing representation of angora wool’s delicate texture and volumetric softness in any digital context.
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.
