Seamless Fence 008 C by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Fence 008 C by Textures – PBR 3D Texture (8K ready)

IDfence-008-c-by-textures-pbr-seamless-8k
Metal
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Fence 008 C by Textures is a high-quality physically based rendering (PBR) 3D texture crafted to represent a metal fence surface with intricate detail and realism. The base material simulates a robust metal substrate characterized by a finely woven grate structure that exhibits slight weathering and oxidation typical of outdoor metal fences. This texture captures subtle variations in metal grain orientation and minute surface imperfections such as scratches and brushed finishes which contribute to its natural appearance. The colorants appear as muted metallic hues with a combination of dark gray and faint rust tones achieved through oxide layers and pigment deposits providing a balanced realistic coloration that reacts convincingly under different lighting conditions.

The texture pack includes multiple PBR channels to faithfully reproduce the physical and optical properties of the fence material. The Base Color (Albedo) map conveys the nuanced metal coloration and oxidized areas while the Normal map adds depth and fine surface details such as raised metal lattice and subtle dents. The Roughness map defines areas of matte and semi-gloss finishes reflecting the weathered slightly brushed metal surface texture. Metallic values highlight the conductive nature of the metal substrate and the Ambient Occlusion map enhances shadowing in crevices and recesses of the fence geometry. Height and Displacement maps further enrich the visual complexity by simulating real-world surface variations such as raised weld seams and mesh texture enabling enhanced parallax effects when used in modern shading workflows.

Optimized for seamless tiling this texture performs consistently across major rendering engines including Blender Unreal Engine and Unity. It supports high-resolution outputs up to 8K ensuring detailed close-up renders without loss of fidelity. In Blender it integrates smoothly with the Principled BSDF shader while in Unreal Engine it is compatible with feeding Base Color Roughness Normal and Ambient Occlusion inputs. For Unity’s URP and HDRP pipelines connecting the maps to the Lit shader facilitates realistic and physically accurate shading. To maintain visual coherence it is recommended to keep texel density consistent across your 3D models and consider using triplanar or layered tiling methods to minimize repetition artifacts. Additionally combining Normal and Height maps can produce more pronounced surface relief for enhanced realism and it is important to import the Base Color textures as sRGB while treating data maps such as Normal and Roughness as Non-Color for accurate rendering results.

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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.