This seamless 3D texture captures the intricate structure of cashmere wool, showcasing fine wool strands and soft fibers arranged in a densely packed, short pile formation. The base material is composed of natural cashmere fibers, known for their delicate fineness and exceptional softness. These fibers intertwine to create a subtle, organic weave that forms a plush textile surface with a gentle, creamy coloration. The tactile quality of this material is defined by the light fluffiness and slight irregularity of the wool strands, which contribute to a realistic depth and natural variation across the texture’s surface.
From a geometric perspective, the texture exhibits a closely knit pattern of overlapping wool strands, producing a soft, fibrous substrate with minimal porosity. The short wool pile presents a slightly raised surface topology, with fibers curving and layering in multiple directions. This complex microstructure is reflected in the normal and height maps, which simulate the tactile undulations and fine surface relief characteristic of premium cashmere fabrics. The surface finish appears matte with a subtle sheen, typical of untreated wool fibers, and lacking any metallic or glossy properties, which is accurately represented by low metallic values and carefully tuned roughness in the PBR setup.
The PBR texture set includes an 8K BaseColor (Albedo) map that faithfully reproduces the natural cream tones and subtle color gradients found in cashmere wool. The normal map enhances the perception of fiber direction and depth, while the roughness map controls the soft, diffused reflection typical of wool’s fuzzy surface. Ambient Occlusion maps accentuate the fiber intersections and crevices, adding realism to shadows without harsh contrasts. Height and displacement maps provide additional dimensionality by simulating the short pile’s micro-elevations, allowing for more nuanced parallax effects and fine surface detail in rendering engines.
Optimized for use in Blender, Unreal Engine, and Unity, this texture is designed to deliver photorealistic results in both close-up and mid-range views. For practical application, it is recommended to adjust the UV scale carefully to maintain the fine detail of the wool strands without pixelation. Additionally, blending the height and normal maps can enhance the tactile feel of the fabric, while tuning the roughness map allows for subtle variations in softness and light diffusion, adapting the material’s appearance to different lighting environments and artistic needs.
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.
