The Coarse Marble Seamless Texture offers a meticulously crafted representation of natural marble’s distinctive composition. At its core, this texture captures the mineral-based substrate composed primarily of calcite and dolomite crystals, which form the coarse grain structure visible on the surface. The texture reflects the intricate interlocking of these mineral grains, bound together by natural cementing agents, creating a robust yet porous matrix that gives marble its characteristic durability and subtle translucency. Surface weathering and slight etching are evident in the soft variations of tone and faint veining, which add authenticity to the material’s aged, slightly roughened finish. The color palette ranges from muted whites and grays to warmer beige undertones, replicating the natural oxide layers and mineral impurities that tint real marble. This coarse finish is neither highly polished nor matte but strikes a balanced brushed look, enhancing its tactile appeal for architectural and product visualization projects.
In physically based rendering (PBR) workflows, this coarse marble texture excels by accurately translating these material properties across multiple channels. The BaseColor/Albedo map captures the subtle color shifts and natural veining patterns, essential for realistic diffuse reflection. The Normal map encodes fine surface irregularities and grain directionality, adding depth and dimensionality to large UV islands without visible seams. Roughness values are tuned to reflect the semi-brushed surface, providing the right balance between specular highlights and diffuse scattering, while the Metallic channel remains near zero, consistent with marble’s non-metallic nature. Ambient Occlusion enhances shadowed crevices between grains, amplifying the sense of material cohesion and porosity. Finally, the Height/Displacement map conveys the gentle undulations and coarse granularity, allowing for realistic parallax effects and surface relief in real-time engines.
Designed for modern pipelines, this tileable coarse marble seamless texture is optimized for high resolution, supporting up to 8K detail, ensuring exceptional clarity even on large-scale UV layouts. It integrates seamlessly into popular 3D software such as Blender, Unity, and Unreal Engine, delivering predictable and repeatable results without the repetitive artifacts commonly found in auto-generated textures. For best results, it is recommended to maintain uniform UV scaling to preserve texel density and prevent stretching of the coarse grain pattern. Additionally, adjusting roughness parameters slightly can help tailor the surface reflectivity to specific lighting environments, enhancing realism in both interior staging and game environments.
The AI-generated coarse marble seamless texture offers a highly detailed PBR appearance with seamless coarse marble seamless texture properties, allowing for realistic marble textures in 3D preview applications.
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.
