This seamless 3D PBR texture in 8K resolution captures the intricate details of raw fleece wool batt, characterized by thick, densely packed wool fibers. The base material is unprocessed wool, presenting a natural fibrous substrate composed primarily of matted, interlocking fibers that create a soft yet robust textile surface. The geometric form is irregular yet uniformly dense, mimicking the compacted arrangement of wool fibers found in raw fleece before any carding or spinning processes. This texture conveys the tactile complexity of wool batt, where the fibers vary in thickness and orientation, producing subtle undulations and natural layering across the surface.
The composition of this texture reflects the natural structure of wool batt, with no additional binders or adhesives, emphasizing the organic interweaving of fibers. The texture exhibits moderate porosity typical of raw wool, allowing light to scatter within the fiber bundles, contributing to its soft, matte appearance. Color-wise, the BaseColor channel captures the warm, off-white to cream tones of untreated wool, with subtle variations that suggest natural lanolin and slight impurities. The Normal and Height maps emphasize the raised, fluffy texture of the thick fibers, enhancing the three-dimensional relief and depth perception. Roughness is moderately high to simulate the matte, non-reflective quality of fleece, while the Metallic channel remains near zero, reflecting the non-metallic nature of wool. Ambient Occlusion adds depth to fiber intersections and crevices, improving visual realism in shaded environments.
Surface finish is inherently natural and unpolished, showcasing the raw, brushed texture of wool fibers without any gloss or artificial smoothing. The seamless tiling ensures that the texture can be repeated indefinitely without visible borders, making it suitable for large-scale applications. Its high resolution (8K) allows for exceptional detail fidelity, which is particularly beneficial in close-up renders or when used in physically based rendering workflows. This texture is optimized for compatibility with leading 3D software such as Blender, Unreal Engine, and Unity, supporting advanced shading models and displacement techniques.
For practical use, it is recommended to carefully adjust the UV scale to maintain fiber detail and avoid blurring when applied to large surfaces. Tuning the roughness map can help control the perceived softness and diffuse light scattering, while blending height or parallax maps with normal maps enhances depth perception without compromising performance. This approach ensures a realistic representation of thick, dense wool fibers in diverse digital textile and environmental simulations.
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.
