Newsprint Paper / Newspaper Texture | Free PBR free download

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

Preview — Newsprint Paper / Newspaper Texture | Free PBR

IDnewsprint-paper-newspaper-texture-free-pbr
Paper
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Newsprint Paper texture (Paper 0026) is crafted primarily from a high concentration of wood pulp fibers, embodying a classic example of traditional newsprint material. This organic substrate features a lightweight and porous composition, achieved through a carefully controlled pulp processing method that results in randomly oriented natural fibers. These fibers create a distinctive grain pattern and subtle surface irregularities that give the paper its characteristic tactile feel and visual depth. The surface finish is slightly rough and matte, reflecting its original use in mass printing applications such as newspapers and educational question sheets. Its color typically ranges from off-white to light gray, shaped by minimal bleaching and the retained lignin and cellulose pigments, which lend the paper an authentic, slightly aged appearance without the brightness of coated or heavily processed papers.

In physically based rendering (PBR) workflows, this newsprint texture excels at realistically conveying the material’s unique properties across multiple texture channels. The BaseColor (Albedo) map captures the muted, natural color tones and the delicate fiber patterns that define newsprint’s look. Meanwhile, the Normal map simulates the fine grain and micro surface imperfections, crucial for achieving believable light interaction and shadowing. The Roughness channel portrays the paper’s matte finish by promoting diffuse light scattering with minimal specular reflection, while the Metallic channel remains near zero, consistent with the organic and non-metallic nature of the substrate. Ambient Occlusion enhances the perception of fiber clumps, creases, and subtle depressions, adding dimensionality, and the Height or Displacement map provides realistic depth to the surface, emphasizing the paper’s natural warping, folds, and handling marks.

This texture is provided in an ultra-high resolution of up to 8K, ensuring exceptional detail suitable for close-up renders and large-scale projects. It is fully optimized for seamless integration into major 3D engines such as Blender, Unreal Engine, and Unity, supporting both real-time and offline rendering pipelines. For practical application, adjusting the UV scale to a finer level can significantly enhance the visibility of the subtle fiber details when applied to large surfaces. Additionally, fine-tuning the roughness values allows users to simulate a range of paper finishes, from slightly coated and semi-glossy newsprint to rougher, uncoated sheets. Subtle modifications to the height map can also be employed to simulate creases and folds, adding further realism to your scene setups and material presentations.

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.