The Carrara Marble Soft Gray Veins texture embodies the natural elegance and complexity of authentic Carrara marble, a metamorphic rock renowned for its pristine white base subtly interwoven with soft, flowing gray veins. This premium seamless Carrara marble soft gray veins texture faithfully replicates the stone’s mineralogical composition, primarily composed of calcite crystals formed under intense heat and pressure over millennia. The delicate gray veining represents natural mineral impurities that gently traverse the fine-grained marble substrate, enhancing the stone’s organic appearance. The surface finish is polished, providing a smooth, reflective sheen that highlights the marble’s luminous depth and delicate tonal variations. These characteristics are expertly captured across PBR channels: the BaseColor/Albedo map reveals nuanced white and soft gray pigments, while the Normal map depicts the microstructure and subtle fissures of the marble grain. The Roughness map balances the reflective polish with fine surface imperfections, and the Height/Displacement map accentuates the veins’ depth and the stone’s natural undulations. Ambient Occlusion highlights crevices within the veining, adding dimensional realism, while the Metallic channel remains neutral, consistent with marble’s non-metallic nature.
This tileable Carrara marble soft gray veins AI texture is crafted using advanced generation techniques to deliver ultra-high resolution up to 8K, ensuring exceptional clarity and detail even on expansive architectural surfaces or high-fidelity environment art. Its seamless design guarantees flawless tiling without visible seams or repetitive patterns, making it ideal for large-scale visualizations and concept projects. Fully compatible with popular 3D software such as Blender, Unreal Engine, and Unity, this texture supports efficient workflows and real-time 3D preview capabilities, enabling artists and designers to integrate authentic marble surfaces effortlessly into their material libraries. The fine grain orientation and realistic weathering effects are preserved to maintain the natural character and subtle complexity that distinguish premium marble textures.
When applying this Carrara marble soft gray veins texture in your projects, it is important to maintain consistent UV scaling across your 3D models to avoid distortion or stretching of the delicate veining pattern. Adjusting the Roughness map can help you achieve the desired surface glossiness, from a highly polished shine to a more subdued matte finish, thereby enhancing the marble’s authenticity. Additionally, fine-tuning the Height or Parallax settings can bring out the intricate depth and dimensionality of the veins, emphasizing the natural surface irregularities characteristic of genuine Carrara marble. Incorporating this sophisticated, high-quality seamless Carrara marble soft gray veins texture into your assets ensures your renders and visualizations benefit from the authentic beauty, structural detail, and subtle tonal variations of natural marble surfaces.
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.
