27 BEAUTIFUL

PAPER MATERIALS

REAL WORLD PAPER,
CAPTURED FOR FLAWLESS RENDERING
Heathered Brown Paper
Heathered Soft White Paper
Recycled Black Paper
Recycled Natural Orange Paper
Recycled Warm Brown Paper
Verdigris Fiber Paper
Complete Collection

EVERY DETAIL
DOWN TO

THE GRAIN

Real paper scans capturing fine grain, fiber structure, and delicate surface variation. Suitable for packaging, labels, stationery, and close-up renders where subtle texture makes the difference.

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Art Paper

used for art prints, illustrations, premium print

Fabric Finish

used for luxury packaging, covers, presentation

Handmade

used for stationery, invitations, fine print

Presentation

used for invitations, business cards, premium stationery

Recycled

used for eco packaging, branding, stationery

FAQ

What is included in each product?

With each collection you receive:

  1. A ready-to-use Asset Browser library for Cinema 4D.
  2. A ready-to-use Asset Browser library for Blender.
  3. Organized texture folders (PBR maps) for use with any renderer or application of your choice.

Are the materials tileable?

Yes, all materials are tileable. Most renderers like Redshift, Octane, Eevee, and Arnold handle non-square textures without issues. However, if you're planning to use them in Unreal Engine, be aware that they may not behave as expected, and we do not recommend them for Unreal projects.

How can I use these?

You can use the materials directly in Blender or Cinema 4D through the provided Asset Browser libraries. If you work in other 3D software or rendering engines, you can use the included PBR texture sets to build your own materials.

Why do the materials include metalness?

The materials follow the Disney Principled BSDF model and are fitted to match real-world fabric scans as closely as possible. Even though fabrics are non-metallic, optimizing the metalness map, along with other PBR parameters, gives the fitting algorithm more flexibility, resulting in a better match to the captured appearance.

Constraining metalness to zero would increase fitting errors, so we allow small variations to achieve a more accurate final render. It's important to treat all maps as a unified system: the true material appearance comes from using the full set together.