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-04-reed-rough-village-thatch-hay-straw
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Reed Rough Village texture represents a meticulously crafted seamless 3D material designed to replicate the organic complexity of traditional reed roofing commonly found in medieval huts and rustic village structures. The base substrate consists of dense fibrous reed stalks intertwined with natural thatch hay and straw elements bound by subtle organic adhesives formed over time through environmental exposure and manual crafting. The surface exhibits a distinctly rough and uneven finish characteristic of outdoor man-made roofing materials subjected to weathering UV exposure and moisture variations. Coloration is primarily derived from natural pigments and oxide layers within the reed fibers varying from warm golden browns to muted beige tones all captured realistically in the albedo channel to reflect subtle shifts in hue and saturation typical of aged thatch roofs.

Physically based rendering (PBR) maps included in this texture pack cover albedo normal roughness ambient occlusion (AO) and height enabling accurate simulation of the intricate surface topology and material properties. The normal map emphasizes the fine grain orientation and overlapping layers of straw and reed bundles enhancing the appearance of depth and subtle shadows. Roughness values are carefully balanced to reproduce the diffuse matte quality of natural reed roofing avoiding unrealistic glossiness while maintaining believable light scattering. Ambient occlusion highlights crevices and overlaps where shadows naturally accumulate adding realism in both real-time and offline renderers. The height map supports displacement or parallax effects accentuating the three-dimensional feel of the textured surface especially when viewed at close range in engines like Unreal Engine Unity or Blender.

This texture is optimized for modern pipelines and supports tileable high-resolution outputs at 4K with an optional 8K version for high-end use cases. It is provided in both PNG and EXR formats to ensure compatibility and flexibility across diverse digital content creation software and game engines. The material uses a metal/roughness workflow and includes precise calibrations to guarantee consistent shading under various lighting conditions making it reliable for outdoor roofing scenes in medieval or village environments without requiring manual tweaking. For practical application adjusting the UV scale to align with the natural size of reed bundles and tuning the roughness slightly higher can enhance realism by maintaining the texture’s organic weathered appearance while preventing overly sharp highlights.

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

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