The matte white marble texture seamless high resolution up to 8k is an expertly crafted AI-generated material designed to replicate the natural composition and subtle complexity of genuine white marble surfaces. At its core, this texture emulates a fine-grained crystalline mineral substrate, primarily composed of calcite with slight variations and veining that reflect natural geological formation processes. The matte finish reduces surface gloss and highlights the soft, diffused light interaction typical of honed marble, while the seamless tiling ensures continuous, uninterrupted coverage across extensive areas without visible repetition. The texture’s subtle coloration arises from carefully balanced natural pigments within the stone matrix, combined with microscopic weathering effects that add depth and realism without compromising the clean white aesthetic. This detailed surface portrayal is enhanced by faint, organic grain orientation and minimal porosity, creating a believable, tactile feel that suits architectural visualization, product mockups, and immersive game environments alike.
In terms of physically based rendering (PBR) channels, the base color or albedo map captures the pure, muted white tone with delicate veining and speckling, providing essential color variation and natural imperfections. The normal map introduces refined surface irregularities and micro-roughness, simulating the subtle undulations and grain of marble’s crystalline structure. Roughness maps are calibrated to maintain a low to medium roughness value, reflecting the characteristic soft matte finish rather than a polished shine, while the metallic channel remains neutral, as marble is a non-metallic material. Ambient occlusion enhances shadow details within crevices and veins, adding dimensionality, and the height or displacement map offers gentle surface relief that can be leveraged for parallax or displacement effects to boost realism in 3D scenes. This texture is available in high resolution up to 8k, compatible with Blender, Unreal Engine, and Unity, ensuring crisp detail and efficient workflow integration with minimal setup required.
For optimal results, it is recommended to adjust the UV scale carefully to preserve the natural veining proportions and avoid overly repetitive patterns. Additionally, fine-tuning the roughness map can help simulate different finishes from honed matte to slightly more textured surfaces, enhancing versatility across various projects. Integrating subtle ambient occlusion and a light normal map pass will further accentuate surface breakup without introducing harsh edges, maintaining the natural, believable appearance of this tileable matte white marble texture seamless high resolution up to 8k. This makes it an ideal choice for high-fidelity archviz, interior staging, and realistic game environments where material authenticity and visual continuity are paramount.
This seamless matte white marble texture offers a high resolution up to 8k, featuring an AI-generated 3D preview that highlights the realistic marble textures and PBR appearance for precise 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.
