This seamless 3D texture captures the intricate details of undyed natural wool fibers in exceptional 8K resolution, ideal for physically based rendering (PBR) workflows. The material consists primarily of densely packed wool fibers forming a soft, fluffy substrate characterized by short wool pile and fine wool fluff. The fibers exhibit a slightly irregular, interwoven pattern that creates a plush, tactile surface with subtle depth and volume. The natural cream coloration reflects the absence of added pigments, showcasing the raw, unprocessed state of the wool. The texture’s geometry simulates a soft, fibrous mat with gentle undulations and fiber clumps, lending a realistic organic form to the surface.
From a material composition standpoint, the texture represents a natural fiber aggregate without binders or adhesives, relying solely on the intrinsic structure of wool fibers. This results in a porous surface with visible gaps in the weave, contributing to its characteristic softness and breathability. The surface finish is matte with a slight fuzziness from the wool fluff, lacking any polished or glossy elements. The albedo map accurately reproduces the soft cream tones and subtle fiber color variations, while the normal and height maps define the fine fiber relief and pile depth. Roughness values remain relatively high to simulate the diffuse scattering of light on the wool’s textured surface. Ambient occlusion enhances the perception of fiber overlap and denser regions, and metallic values are minimal to nil, reflecting the natural insulating and non-metallic nature of wool.
Designed to integrate seamlessly with rendering engines such as Blender, Unreal Engine, and Unity, this texture supports detailed close-up views and dynamic lighting setups. The 8K resolution ensures that micro-details like individual fiber strands and fluffiness remain crisp and clear even at extreme zoom levels, making it suitable for digital textile visualization, fashion design, and realistic environment creation. The seamless tiling aspect allows for large-scale application without visible repetition, preserving the organic randomness of natural wool.
When implementing this texture, it can be beneficial to adjust the UV scale to maintain realistic fiber density relative to the scale of the 3D model. Fine-tuning the roughness map can help control the softness and light diffusion on the wool surface, while blending height or parallax maps with normal maps can enhance the perception of depth and fiber layering. This approach maximizes realism and visual fidelity across various lighting conditions and camera angles, ensuring the material performs well in both real-time and offline render contexts.
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.
