This seamless 3D PBR texture showcases a premium cashmere wool material, characterized by its soft wool fibers intricately formed into a fine knit textile pattern. The base material consists of densely packed natural wool fibers, known for their delicate, lightweight, and insulating properties. These fibers are intertwined in a tight, consistent knit structure that replicates the subtle loops and stitches typical of high-quality cashmere garments. The overall geometric form presents a finely woven, repetitive knit pattern without visible seams, ensuring smooth tiling in digital environments. The fabric’s surface exhibits a gentle, brushed finish that enhances its tactile softness and natural appearance, while subtle variations in fiber thickness and orientation contribute to a realistic depth and complexity in the texture.
The composition of this wool textile includes primarily natural cashmere fibers, which serve as the substrate, providing the foundational structure and softness. No synthetic binders or adhesives are present, preserving the organic quality of the material. The fine knit pattern creates a moderately porous surface with small interstitial spaces between fibers, which affects light scattering and absorption, giving the textile its characteristic warmth and matte finish. The color palette is natural and muted, featuring soft beige and cream tones typical of undyed wool, achieved through subtle albedo variations. The surface finish is non-metallic and softly diffuse, which is accurately represented in the PBR setup to simulate the light behavior on the fabric.
This texture includes comprehensive PBR maps that enhance realism in 3D applications. The BaseColor (Albedo) map captures the natural coloration and subtle shading of the wool fibers. The Normal map details the fine knit stitches and fiber undulations, adding tactile depth to the surface geometry. Roughness maps define the soft, non-reflective nature of the cashmere, ensuring light diffusion without glossiness. The Metallic channel remains consistently at zero, as wool is a non-metallic material. Ambient Occlusion enhances shadowing within the knit loops, improving visual depth. Height or Displacement maps provide slight elevation differences between the knit stitches and fiber surface, enabling realistic parallax effects and surface relief when rendering.
Captured at an exceptional 8K resolution, this texture is optimized for use in Blender, Unreal Engine, and Unity, supporting high-detail visualizations in both real-time and offline rendering workflows. The seamless design allows for continuous tiling without visible borders, making it suitable for large-scale applications such as digital fashion assets, upholstery, and interior textile simulations. For best results, it is recommended to adjust the UV scale to maintain the natural knit density, and fine-tune roughness values to balance softness with light scattering. When combining height and normal maps, blending them carefully can enhance the fabric’s three-dimensionality without introducing harsh artifacts, preserving the delicate feel of cashmere wool.
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.
