Fior Di Bosco Marble Smoky free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Fior Di Bosco Marble Smoky

IDfior-di-bosco-marble-smoky
Marble
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Fior Di Bosco Marble Smoky texture exquisitely captures the intricate composition and natural elegance of genuine marble, featuring a fine-grained mineral substrate composed primarily of calcite crystals. These crystals are interspersed with darker mineral inclusions and organic smoky veins, creating a richly detailed pattern that reflects the stone’s natural formation and weathering processes. Bound together within a dense, low-porosity matrix, the surface achieves a smooth, polished finish that highlights subtle variations in color and translucency. Naturally occurring pigments and oxide layers contribute warm, earthy tones and smoky highlights, which are faithfully represented in the BaseColor/Albedo channel. This seamless Fior Di Bosco Marble Smoky texture replicates the complex interplay between the mineral components and veining, adding depth and realism that enhances any 3D visualization.

In the PBR map set, the Normal and Height/Displacement maps reveal the stone’s delicate surface undulations and fissures, emphasizing the material’s natural texture and subtle elevation changes. The Roughness map balances polished glossiness with slight variegation, simulating the nuanced reflectivity of real marble, while the Ambient Occlusion map accentuates depth within crevices and grain boundaries to enrich visual complexity without overwhelming the overall look. Minimal values in the Metallic map confirm the non-metallic nature of the stone, ensuring accurate light interaction consistent with natural marble. Rendered in ultra-high 8K resolution, this tileable Fior Di Bosco Marble Smoky AI texture maintains exceptional clarity and detail across extensive surfaces, making it ideal for architectural projects, environmental art, and concept design workflows in Blender, Unreal Engine, and Unity.

Optimized for modern PBR pipelines, this seamless Fior Di Bosco Marble Smoky texture integrates smoothly into diverse 3D engines, providing a realistic marble surface that responds authentically to various lighting conditions. For practical use, adjusting the roughness intensity can fine-tune how light interacts with the polished yet textured surface, enhancing perceived depth and material nuance. Additionally, careful UV scaling is recommended to preserve the natural flow of smoky veining and prevent pattern distortion, ensuring continuous realism across architectural elements or environmental assets. This attention to material composition and surface detail makes the Fior Di Bosco Marble Smoky texture a versatile and reliable choice for elevating the quality and authenticity of marble textures in your 3D projects.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.