Running Track — Track Athletics Running Athletics Running Rubber — PBR seamless 3D texture free download

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

Preview — Running Track — Track Athletics Running Athletics Running Rubber — PBR seamless 3D texture

IDrunning-track-tracks-track-athletics-running-rubber-synthetic
Rubber
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This running track texture is a seamless physically based 3D material designed to accurately replicate the complex composition and surface qualities of synthetic athletics running tracks. The base substrate mimics a durable polymer rubber blend engineered to withstand intensive outdoor and indoor use exhibiting slight porosity and subtle weathering effects characteristic of man-made rubber surfaces exposed to varying urban environments. Embedded aggregates and grain orientation simulate the microscopic granules and fibers integral to modern running tracks providing realistic tactile detail and a balanced surface finish that is neither overly polished nor excessively rough. The colorants are carefully represented through a combination of pigment layers and oxide coatings delivering a natural faded look that enhances realism across both flat and curved surfaces.

In the physically based rendering workflow this texture’s albedo (base color) map captures the nuanced hues and subtle discolorations typical of rubberized running tracks while the normal map conveys the micro-relief of granules and fine surface irregularities. The roughness channel is calibrated to reflect the semi-matte finish of synthetic tracks balancing grip and wear resistance whereas the metallic map is intentionally minimal or omitted to represent the non-metallic nature of rubber. Ambient occlusion enhances shading depth around surface depressions and the height map introduces realistic displacement for enhanced parallax effects in close-up views. Provided in 4K resolution with an optional 8K upgrade this tileable texture is optimized for seamless application in modern DCCs and game engines including Blender Unreal Engine and Unity supporting metal/rough workflows and calibrated to maintain consistent shading in both real-time and offline renderers.

When applying this running track 3D texture it is recommended to carefully adjust UV scale to maintain the natural grain size and avoid repetitive patterns common in tileable textures. Fine-tuning roughness values can also help simulate varying wear levels across different track sections improving visual authenticity. Thanks to its physically based design and high-resolution detail this texture delivers reliable high-quality results for a wide range of athletics and urban outdoor environments seamlessly integrating into workflows for game development architectural visualization and digital content creation without the need for manual tweaking or extensive setup.

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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