This seamless 3D texture captures the intricate structure of wool boucle fabric, rendered at an impressive 8K resolution to reveal every subtle detail of its soft, natural wool fibers. The base material is a densely woven textile substrate composed of tightly spun wool yarns, known for their inherent elasticity and warmth. The characteristic boucle form emerges from the yarn’s looped fibers, creating a textured surface with a distinctive pile of short, curled wool loops. This complex geometry gives the fabric a plush, tactile quality that is both visually and physically rich. The overall pattern is uniform and continuous, ideal for seamless tiling in digital environments. Coloration is dominated by warm beige tones, reflecting the natural pigmentation of untreated wool, with subtle variations that simulate the fluffiness and depth of the wool pile under neutral lighting conditions.
From a materials standpoint, the fabric’s surface is composed primarily of natural wool fibers that have been loosely intertwined to generate the boucle effect. These fibers exhibit a matte, non-metallic finish typical of organic textiles, with a soft sheen resulting from the fiber’s fine scales. The texture’s porosity is moderate, with visible gaps between the loops and tufts contributing to the tactile depth and light scattering properties. There are no synthetic binders or adhesives visible, maintaining the authenticity of the natural wool composition. The surface finish is soft and fibrous, without any polish or coating, which enhances the roughness and diffuse light reflection captured in the roughness map. Ambient occlusion maps emphasize the shadowing within the loops and crevices of the pile, adding realism to the depth perception in 3D applications.
In terms of PBR channel mapping, the BaseColor (Albedo) map accurately renders the warm beige hues and subtle tonal shifts of the wool, avoiding any metallic reflections as indicated by a zero value in the Metallic channel. The Normal map defines the fine undulations of the looped wool fibers, enhancing the three-dimensional feel of the fabric’s surface. The Roughness map reflects the soft, fibrous nature of wool by exhibiting relatively high roughness values with minor variations that simulate natural fiber density and wear. Height or Displacement maps capture the pile height and loop structure, enabling realistic parallax and depth effects, particularly effective in close-up renders. Ambient Occlusion helps to deepen the crevices between loops, improving the perception of volume and layering in the fabric.
This 8K seamless wool boucle texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility across a variety of 3D and real-time rendering workflows. For best results, it is recommended to carefully adjust the UV scale to maintain the natural size and density of the wool loops relative to the 3D model. Additionally, fine-tuning the roughness map can help simulate different states of wear or fabric softness, while blending height and normal maps can enhance the tactile realism without excessive computational cost. This makes the texture particularly suitable for digital textile design, fashion visualization, or any project requiring an authentic, high-fidelity representation of natural wool fabric surfaces.
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.
