This seamless 3D texture represents coarse, dense wool fibers intricately detailed in an 8K resolution, designed for physically based rendering (PBR) workflows. The material mimics a natural wool substrate composed primarily of tightly packed, thick fibers that create a rough and tactile surface. These wool strands intertwine and overlap irregularly, forming a dense, non-uniform fibrous pattern characteristic of raw, unprocessed wool. The texture’s geometric form suggests a woven or felted structure, with visible fiber clumps and occasional stray hairs enhancing the authenticity of the coarse wool surface.
The wool fibers themselves serve as the main aggregate, embedded in a soft, pliable matrix that represents the underlying textile substrate. This base is non-metallic and non-reflective, emphasizing a matte finish that diffuses light softly across the surface. The roughness channel captures the uneven surface texture, highlighting the natural porosity and fiber fuzziness, while the normal map provides depth and relief to individual strands and fiber bundles. Ambient occlusion enhances the subtle shadows between fiber clusters, contributing to the perception of volume and density. Height and displacement maps simulate the three-dimensionality of the wool fibers, allowing for realistic parallax effects and tactile surface variations in close-up renders.
Coloration is based on natural wool tones, with muted, earthy shades that reflect the raw, undyed state of the fibers. The base color (albedo) map contains subtle variations and tonal gradients to replicate the interplay of light on the dense wool, avoiding any glossy or shiny artifacts that would diminish the authentic matte appearance. The metallic channel is uniformly set to zero as wool is a non-metallic material, ensuring accurate light absorption and scattering consistent with organic textile fibers.
Optimized for high-fidelity applications, this texture is fully compatible with Blender, Unreal Engine, and Unity, supporting seamless tiling for large surface coverage without visible repetition. The high 8K resolution preserves fine detail for close-up renders, making it ideal for detailed textile visualization, character clothing, or rugged environment assets. For practical use, adjusting the UV scale to slightly larger than default can help maintain fiber detail without excessive repetition. Fine-tuning roughness values can allow simulation of varying wool sheens, from slightly worn to freshly sheared. Additionally, blending height and normal maps can enhance the perceived depth of individual fibers, improving realism in dynamic lighting conditions.
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.
