Discover the detailed green marble texture seamless high resolution up to 8k, expertly crafted to replicate the natural mineral composition and visual complexity of genuine marble surfaces. This tileable texture showcases a polished stone finish, characterized by smooth, reflective surfaces combined with intricate grain orientation formed by fine crystalline aggregates. The base substrate is predominantly composed of calcite minerals, exhibiting subtle variations in green hues created by naturally occurring pigments and oxide layers that infuse depth and authenticity. The texture’s porosity is minimal, reflecting the dense, non-porous nature of high-quality marble, with slight weathering effects subtly integrated to enhance realism. This composition results in a balanced interplay of light and shadow that is faithfully reproduced across all PBR channels, ensuring a lifelike appearance in 3D environments.
In the PBR workflow, this detailed green marble texture seamless high resolution up to 8k excels across multiple maps: the BaseColor/Albedo channel captures the rich green tones and natural veining patterns with crisp clarity; the Normal map conveys the fine surface undulations and polished stone reflections; Roughness values are finely tuned to replicate the marble’s semi-gloss finish—smooth yet slightly varied to avoid artificial flatness; Metallic is kept minimal as marble lacks metallic properties; Ambient Occlusion enhances subtle crevices and depth in the veining; and the Height/Displacement map provides realistic surface relief for accurate parallax and shadowing effects. This comprehensive material layering is curated to work seamlessly in Blender, Unity, and Unreal Engine, supporting up to an 8k resolution that ensures exceptional detail even on large surfaces.
Ideal for architectural visualization, game environments, product mockups, and interior staging, this tileable detailed green marble texture seamless high resolution up to 8k allows you to cover vast areas without visible seams or loss of detail. When integrating this AI-generated marble texture, it is recommended to maintain consistent texel density and uniform UV scaling across your models to prevent distortion and stretching of the pattern. Additionally, adjusting the roughness parameter in your shader can help tailor the marble’s reflectivity to suit different lighting conditions or stylistic preferences, enhancing the natural and believable look of your scenes.
This AI-generated, seamless detailed green marble texture features a high-resolution up to 8k texture with realistic marble textures and a 3D preview that highlights its intricate PBR material composition.
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.
