Reed Rough Village — Reed Roof Reed Rough Village Thatch — PBR seamless 3D texture free download

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

Preview — Reed Rough Village — Reed Roof Reed Rough Village Thatch — PBR seamless 3D texture

IDreed-roof-03-reed-rough-village-thatch-hay-straw
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Reed Rough Village texture is a meticulously crafted seamless 3D material designed to replicate the organic complexity of traditional reed roofing found in medieval huts and rural villages. The base substrate consists of tightly bundled natural reed fibers arranged in a rough uneven thatch pattern that emphasizes the irregular grain orientation and inherent porosity of dried straw and hay materials. The surface finish captures the weathered slightly coarse texture typical of outdoor man-made roofing with subtle variations in color tones ranging from golden straw yellows to muted earth browns achieved through carefully calibrated albedo (BaseColor) maps. These pigments simulate the natural dyeing and sun-bleaching effects seen in aged thatch enhancing realism without artificial glossiness or polish.

Physically based rendering (PBR) maps included with this texture package—albedo normal roughness ambient occlusion (AO) and height—accurately convey the multi-layered structure and tactile feel of the material. The normal map defines the intricate relief of overlapping reed bundles emphasizing individual fiber ridges and the rugged surface topology that influences light scattering and shadowing. Roughness maps control the micro-surface reflectivity representing the matte fibrous quality of dried reeds rather than any metallic sheen while the height map offers precise displacement information for enhanced depth and parallax effects in 3D environments. Ambient occlusion adds natural shadowing in crevices and overlaps contributing to the realistic depth perception essential for both real-time and offline rendering. The metallic channel is effectively null reflecting the organic non-metallic nature of the material.

Optimized for modern pipelines this tileable texture is provided in 4K resolution with an optional 8K upgrade for high-end visualization projects ensuring exceptional detail and performance across digital content creation suites like Blender Unreal Engine and Unity. The texture supports the metal/rough workflow and includes calibration data to maintain consistent shading and lighting fidelity in diverse rendering scenarios. For best results it is recommended to adjust the UV scale to match the typical reed roof 03 pattern size and fine-tune roughness parameters to balance weathered ruggedness with subtle surface reflectivity enhancing the natural appearance of thatch in outdoor scenes.

Ideal for recreating authentic village roofing and medieval hut exteriors this physically based seamless 3D texture delivers reliable high-quality results without the need for manual tweaking. Its balanced detail and efficient performance make it suitable for game engines and digital environments focused on man-made rustic architecture where realistic portrayal of straw hay and reed materials is paramount. Available in both PNG and EXR formats it ensures compatibility and ease of integration into various creative workflows.

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.