The Dull Marble Seamless Texture presents a sophisticated, natural stone surface characterized by its muted luster and subtle veining, capturing the essence of aged marble with a matte finish that reduces glare and reflection. Composed primarily of calcium carbonate crystals, this marble texture mimics the mineral substrate’s finely interlocked crystalline structure, providing an authentic base appearance in the BaseColor/Albedo channel. The lack of high gloss reflects a surface that has undergone gentle weathering or brushing, resulting in a soft, diffuse reflection captured effectively in the Roughness channel with higher roughness values. This texture’s porosity is minimal, with fine grain orientation that subtly influences micro-surface detail, which is expertly conveyed through the Normal map to enhance depth and tactile realism without overwhelming the visual softness. There are no metallic elements, keeping the Metallic channel at zero, while the Ambient Occlusion channel adds natural shadowing along veins and crevices, emphasizing structural consistency and depth. Height and displacement maps reinforce the delicate undulations and slight surface irregularities typical of a natural marble slab, supporting convincing parallax and surface interaction in PBR workflows.
Available at up to 8K resolution, this tileable dull marble seamless texture is optimized for high-fidelity applications where detail and scale matter, ensuring clean and repeatable patterns that scale elegantly across large surfaces without visible seams. Its AI-generated detail prioritizes micro-structure accuracy and uniformity, making it a reliable choice for materials in architectural visualization, environment art, and quick concept prototyping. The texture’s seamless tiling capability ensures smooth transitions in Blender, Unreal Engine, and Unity, helping maintain a fast iteration loop. The high resolution supports close-up renders with exceptional clarity, while the clean pattern remains unobtrusive enough to serve as a versatile marble material across diverse projects.
To achieve the best visual outcome, it is recommended to maintain consistent texel density when applying this dull marble seamless texture to your UV maps to avoid any stretching or distortion of the pattern. Additionally, adjusting the roughness parameter slightly can help fine-tune the matte effect to better suit varied lighting scenarios, enhancing realism. The height map can be subtly employed to amplify surface detail with parallax or displacement effects, adding tactile depth without compromising the seamless nature of the texture. This material’s well-balanced combination of base mineral appearance, subdued surface finish, and high-resolution detail makes it an ideal asset for realistic and production-ready marble textures in any 3D project requiring quality and efficiency.
The AI-generated dull marble seamless texture offers a realistic 3D preview with a consistent, seamless dull marble seamless texture that enhances PBR material compositions by providing a reliable dull marble seamless texture for detailed surface rendering.
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.
