The matte green marble texture seamless high resolution up to 8k is an expertly crafted digital material designed to authentically replicate the complex mineralogical composition and natural beauty of genuine green marble stone. This texture reflects the intricate base substrate predominantly composed of calcite and dolomite crystals, intertwined with fine-grained silicates and organic impurities that create the unique veining and rich coloration characteristic of natural marble. The matte finish imitates a refined honed surface, where light diffusion softens reflections, eliminating glossiness yet preserving the stone’s characteristic depth and organic appeal. Pigmented oxide layers and subtle mineral staining contribute to the deep green hues, lending a modern, understated elegance ideal for diverse visual applications requiring realistic marble surfaces without excessive shine or glare.
In physical-based rendering (PBR) workflows, this tileable matte green marble texture seamless high resolution up to 8k excels in delivering photorealistic results. The BaseColor/Albedo channel captures nuanced green tones and intricate organic veining patterns, providing natural color variation essential for lifelike appearances. The Normal map encodes delicate surface undulations and micro-texture details, enhancing the perception of stone grain and slight imperfections that affect light interaction realistically. Roughness values are meticulously balanced to maintain the matte finish, enabling soft highlights and diffuse reflections without compromising the stone’s tactile authenticity. The Metallic channel remains minimal, reflecting marble’s inherently non-metallic nature, while Ambient Occlusion enriches depth perception in crevices and fissures, especially effective on expansive UV islands. The Height or Displacement map supports accurate geometry relief for parallax or tessellation techniques, ensuring convincing real-world materiality even under close inspection.
Optimized for cutting-edge 3D pipelines, this seamless matte green marble texture high resolution up to 8k integrates effortlessly with Blender, Unreal Engine, and Unity projects. Its high resolution up to 8k ensures exceptional clarity and detail across large surfaces without visible repetition or artifacts, making it ideal for architectural visualization, game environment creation, product mockups, and interior staging where realistic marble textures are paramount. For optimal results, it is recommended to adjust the UV scale carefully to avoid obvious tiling and to fine-tune roughness and normal map intensity in accordance with your specific lighting setup. This approach preserves the natural flow of marble veins and enhances the overall realism, accelerating the production of professional, photorealistic renders and immersive real-time applications. A built-in 3D preview facilitates accurate visualization of the AI texture matte green marble texture seamless high resolution up to 8k within various material workflows, providing a reliable reference for designers and artists alike.
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.
