The detailed white marble texture seamless high resolution up to 8k offers an exceptional digital representation of natural marble, capturing its intricate mineral composition and subtle veining with remarkable clarity. This texture simulates a polished stone surface, where the primary mineral substrate is composed predominantly of calcite crystals, giving the marble its characteristic smoothness and luminous white coloration. Fine veins and slight color variations, resulting from trace impurities and oxide layers, are faithfully reproduced to enhance realism. The seamless tileable design ensures continuous cohesion across large UV islands, preserving the natural flow of grain orientation and avoiding distracting repetition, which is essential for high-fidelity 3D environments and cinematic renders. This texture embodies a balanced porosity, reflecting the low permeability of polished marble, while subtle noise introduced through AI generation mimics the natural micro-roughness and minor surface imperfections found in real-world samples.
In physically based rendering workflows, this AI texture detailed white marble texture seamless high resolution up to 8k excels in delivering accurate PBR channel data. The BaseColor (Albedo) channel presents the nuanced white hues and delicate veining patterns without baked lighting, maintaining true color fidelity. The Normal map captures the gentle undulations and subtle surface relief, crucial for adding depth and realism in real-time scenes or cinematic projects. Roughness maps are finely tuned to reflect the polished finish, providing low roughness values that promote soft reflections while preserving a natural matte quality. Metallic values remain at zero, consistent with non-metallic stone material properties. Ambient Occlusion enhances the perception of small cracks and crevices, contributing to believable shading and depth. Height or displacement maps, when applied judiciously, enable realistic surface breakup and parallax effects, further improving the tactile feel of the marble without exaggerating its smoothness.
Designed for seamless integration with modern 3D pipelines, this high resolution up to 8k texture works effortlessly in Blender, Unity, and Unreal Engine, requiring minimal setup. The tileable nature ensures that large-scale surfaces such as architectural visualizations, level dressing, or material studies maintain clarity and coherence without visible seams. For optimal results, it is recommended to adjust UV scale carefully to match real-world marble slab proportions and combine the texture with a subtle ambient occlusion layer and a light normal pass. This combination helps enhance the surface breakup and visual complexity without oversharpening, thereby preserving the natural and believable appearance of white marble in your projects.
The tileable detailed white marble texture seamless high resolution up to 8k offers a realistic 3D preview with intricate marble textures that enhance material composition through a detailed white marble texture seamless high resolution up to 8ktexture for precise PBR 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.
