This seamless 3D texture captures the intricate details of raw wool at an impressive 8K resolution, emphasizing the coarse wool strands and fibers in closeup. The material is composed primarily of dense wool fibers intertwined in an organic, irregular manner, forming a soft yet rugged pile with natural fuzziness. These fibers exhibit a natural brown coloration with subtle tonal variations and minor imperfections, such as slight fiber fraying and unevenness, contributing to the authentic raw wool appearance. The geometric form is characterized by a loosely woven, chaotic arrangement of elongated wool strands, creating a volumetric, tactile surface that highlights the natural pile height and softness inherent to unprocessed wool. The texture’s porosity is evident in the gaps between fibers, which affects light scattering and shadowing, adding to its depth and realism.
The substrate of this material is essentially a dense mat of wool fibers without additional binders or adhesives, relying on the natural crimp and entanglement of fibers to hold the structure. The surface finish is matte with a soft diffuse reflection, typical for raw wool, and lacks any polished or glossy characteristics. Colorants here are natural pigments within the wool fibers, presenting earthy brown hues with subtle fading and wear marks that simulate weathering. In PBR workflows, the BaseColor (Albedo) channel reflects these soft brown tones with slight color variance to mimic natural wool. The Normal map defines the fine, tubular strands and the uneven pile height, enhancing the tactile dimensionality. Roughness is high and varied to replicate the fuzzy, non-reflective nature of wool, while the Metallic channel is set to zero, as wool is a non-metallic organic material. Ambient Occlusion accentuates the depth between fiber clusters, and the Height (Displacement) map conveys the loft and volume of the wool pile, enabling realistic parallax or tessellation effects.
This texture is fully optimized and compatible with Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse 3D pipelines. Its 8K resolution provides exceptional detail, making it suitable for close-up renders where the fiber structure and fuzziness are critical for realism. For practical application, it is recommended to adjust the UV scale carefully to preserve the natural size and density of the wool fibers, avoiding excessive repetition that could break immersion. Additionally, fine-tuning the roughness map can help balance the softness and subtle light diffusion typical of raw wool, while blending the height and normal maps can improve the perception of depth without excessive geometry displacement, optimizing performance in real-time engines.
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.
