Default Cloth Clothes Fabric Feature Geometric Pattern — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Default Cloth Clothes Fabric Feature Geometric Pattern — Seamless PBR Texture

IDdefault-cloth-clothes-fabric-feature-geometric-pattern
Fabric
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Default Cloth Clothes Fabric Feature Geometric Pattern texture showcases a finely woven textile crafted from natural organic fibers reminiscent of traditional seersucker fabric. The base substrate is a lightweight polymer-organic blend that provides structural integrity while maintaining breathability and softness. This fabric’s unique composition involves alternating tight and loose yarns creating the characteristic puckering effect with subtle raised ridges and recessed valleys that define the distinctive geometric pattern. The surface finish is matte enhancing its realistic cloth appearance by minimizing any unwanted sheen or gloss. Colorants are applied through reactive dyes ensuring consistent fade-resistant coloration that penetrates deeply across the fabric’s surface preserving vibrant hues and subtle tonal variations inherent to the weave and puckering texture.

In physically based rendering (PBR) workflows this seamless texture set is optimized for photorealistic digital visualization with all essential maps included to represent the fabric’s intricate material qualities accurately. The BaseColor (Albedo) map captures the true color and subtle shading differences caused by the puckered weave while the Normal map encodes the fine geometric ridges and three-dimensional undulations without adding extra geometry. Roughness maps control the soft diffusion of light across the matte textile surface avoiding any metallic reflections as the material is purely non-metallic. The Ambient Occlusion map enhances shadow depth within the weave’s crevices adding realism to folds and raised areas. Height or Displacement maps enable detailed parallax and surface relief effects especially valuable for close-up renders that highlight the seersucker’s textured puckering.

This fabric texture is designed for seamless tiling at resolutions up to 8K supporting high-fidelity renderings in Blender Unreal Engine and Unity. It is ideal for extensive cloth surfaces in architectural visualizations character clothing or any digital fabric application requiring naturalistic detail and subtle geometric pattern repetition. For optimal results adjusting the UV scale to maintain the natural size of the geometric pattern is recommended and fine-tuning roughness values can help balance softness with realistic light scattering. Ensuring correct color space and gamma settings will guarantee consistent and accurate color reproduction across different rendering pipelines making this texture a versatile and reliable choice for digital artists and designers focused on authentic fabric materials.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


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