This seamless 3D PBR texture in 8K resolution masterfully depicts clustered water droplets resting on a naturally wet stone surface, offering an exceptional level of photorealism. The base substrate is a rugged mineral stone, characterized by subtle porosity and natural weathering that enhances its organic appeal. The stone’s surface finish appears slightly polished by moisture, highlighting mineral grain orientations and micro-roughness variations. Fine oxide layers and mineral pigments contribute to a muted, earthy BaseColor that grounds the texture in realism. The clustered drops themselves reveal intricate droplet shapes, formed by surface tension and adhesion to the stone, creating dynamic highlights that reflect light realistically across the Normal and Roughness maps. Variations in droplet size and distribution amplify the natural randomness, while the Height and Ambient Occlusion channels emphasize depth and subtle shadowing beneath droplets, reinforcing the wetness effect without metallic reflections, as indicated by a near-zero Metallic channel value.
Within the PBR workflow, this texture’s Normal map faithfully captures the micro-relief of individual droplets and stone grain, enabling convincing light interaction in real-time engines. The Roughness map balances smooth, glossy droplet surfaces against the rough, matte stone, providing a believable contrast essential for outdoor scenes. The Ambient Occlusion layer enhances shadow detail around clustered drops and crevices in the stone’s weathered surface, adding dimensionality. The Height map introduces subtle parallax displacement that accentuates the droplet’s curvature and the stone’s uneven topography, ideal for close-up renders. This texture is fully optimized and Unreal, Blender, and Unity ready, supporting high-fidelity visuals in architectural visualizations, game environments, or any project requiring authentic wet stone effects.
For practical use, adjusting the UV scale to match the scene’s stone grain size ensures the clustered drops maintain their realistic proportion and natural distribution. Fine-tuning the Roughness parameter can help seamlessly integrate the wetness level, allowing users to simulate anything from a freshly rained-on surface to a gradually drying stone. This flexibility, combined with the ultra-high 8K resolution, ensures the texture holds up under extreme close-ups and detailed lighting setups, making it a versatile asset for artists seeking to replicate natural water droplet behavior on stone in physically based rendering 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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
