The aged white marble texture seamless high resolution up to 8k exemplifies the natural elegance of weathered marble surfaces, capturing the intricate composition and material qualities that define this timeless stone. Originating from a crystalline calcium carbonate base, aged marble exhibits subtle variations in grain orientation and mineral veining, enhanced by natural porosity and mild surface erosion over time. These characteristics contribute to its unique visual complexity, including faint fissures and soft discolorations caused by oxide layers and organic deposits. The surface finish is polished yet slightly dulled by age, reflecting a delicate balance between smoothness and micro-roughness that adds authenticity to the texture’s appearance.
In physically based rendering (PBR) workflows, this tileable aged white marble texture seamless high resolution up to 8k excels by delivering detailed and consistent material interpretation across all channels. The BaseColor/Albedo map conveys the creamy white tones interspersed with subtle beige and gray veining, while the Normal map reveals micro-detail of surface undulations and weathered grain structure, enhancing light interaction. The Roughness channel captures the nuanced finish—from polished highlights to matte patches affected by natural wear—while the Metallic map remains virtually non-reflective, true to marble’s non-metallic nature. Ambient Occlusion enriches depth perception around veins and crevices, and the Height/Displacement map supports realistic surface breakup, enabling convincing parallax effects for close-up renders.
This high resolution texture is generated and optimized for seamless tiling, ensuring flawless repetition across large UV islands without visible seams or distortion, making it ideal for modern 3D pipelines. Whether you are working in Blender, Unreal Engine, or Unity, this aged white marble texture seamless high resolution up to 8k integrates smoothly into your projects, accelerating workflows for real-time scenes, cinematic visualizations, architectural level dressing, or detailed material studies. A practical tip for achieving the best results is to combine this texture with a subtle ambient occlusion pass and a light normal map overlay to enhance surface breakup without oversharpening, and adjust UV scale to maintain natural veining proportions in your scene.
The seamless aged white marble texture offers a high resolution up to 8k, providing a realistic 3D preview with AI-enhanced marble textures that emphasize the material's natural aged characteristics 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.
