The aged green marble texture seamless high resolution up to 8k offers a meticulously crafted material surface that authentically captures the intricate composition and natural elegance of aged marble. This texture replicates the mineral-based substrate typical of marble, primarily consisting of recrystallized carbonate minerals that form a dense yet subtly porous stone. Within the surface, fine grain orientation and delicate veining patterns reflect the natural weathering processes and mineral deposition over time. The polished finish showcases gentle variations in roughness, slight fissures, and micro-cracks that enhance the tactile realism, while the rich green coloration derives from naturally occurring pigments and trace oxide layers embedded within the stone’s matrix, lending depth and complexity to the BaseColor/Albedo channel. These nuanced features are faithfully preserved in the high resolution 8k texture, making it ideal for close-up 3D preview and detailed architectural visualizations where fidelity to authentic marble is essential.
This tileable aged green marble texture high resolution up to 8k is optimized for physically based rendering workflows, with carefully designed PBR channel maps that bring out the material’s defining characteristics. The Normal map captures the subtle surface relief, including grain irregularities and fine crack networks, which contribute to believable light interaction and shadowing. The Roughness map balances the polished sheen with areas of matte wear and natural erosion, providing a nuanced surface reflectance that adapts realistically to varied lighting conditions. Since marble is non-metallic, the Metallic channel remains minimal, ensuring accurate material response. Ambient Occlusion enhances depth perception by accentuating crevices and shadowed areas, while Height or Displacement maps represent the stone’s gentle undulations and weathered topography, supporting advanced rendering techniques like parallax occlusion or tessellation for added dimensionality. This seamless aged green marble texture is carefully crafted to avoid repetitive patterns and visible seams, ensuring continuous coverage over large surfaces without distortion or artifacts.
Designed for seamless integration into popular 3D engines such as Blender, Unity, and Unreal Engine, this tileable aged green marble texture seamless high resolution up to 8k streamlines artistic workflows by delivering out-of-the-box usability with exceptional clarity and stability. The texture’s detailed resolution and natural material characteristics make it perfect for architectural visualization, immersive environment creation, product mockups, and interior staging where an authentic marble appearance is critical. For best results, adjusting the roughness intensity can help tailor the surface shininess to specific lighting setups, preserving the grounded, aged quality of the marble. Additionally, careful UV scaling is recommended to maintain consistent detail and avoid stretching, ensuring the seamless pattern tiles flawlessly across expansive applications while maintaining the texture’s natural elegance and complexity.
The seamless aged green marble texture offers a high resolution up to 8k, providing a detailed and realistic AI texture that enhances marble textures with its natural variations and PBR appearance.
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.
