The Pietra Gray Marble Fine White Lines texture is a meticulously crafted, seamless tileable material designed to bring the timeless elegance of natural pietra gray marble into your 3D projects with outstanding realism and detail. This marble texture is primarily composed of a dense, fine-grained calcite base substrate enriched with subtle mineral impurities that give rise to its signature soft gray hues. Interlaced throughout the surface are delicate fine white vein patterns, replicating the natural veining found in authentic pietra marble. The surface finish emulates a highly polished stone, characterized by a smooth, reflective sheen typical of premium architectural marble slabs used in sophisticated interior and exterior designs. The natural mineral composition and intricate veining are captured through advanced AI-generated detail, which faithfully reproduces subtle variations in porosity, grain orientation, and microtexture contributing to the marble’s realistic tactile appearance and depth.
This tileable pietra gray marble fine white lines texture set is optimized for physically based rendering (PBR) workflows and includes maps at resolutions up to 8K, ensuring exceptional clarity and flexibility for demanding 3D applications. The BaseColor/Albedo channel reveals nuanced gray tones combined with fine white veining that define the marble’s distinctive look. The Normal map simulates surface irregularities and depth variations inherent to natural stone, enhancing the perception of grain and subtle relief. The Roughness map controls the degree of polish, balancing reflective highlights with softer matte areas to allow customization from glossy to satin finishes. The Metallic channel is intentionally minimal, reflecting marble’s non-metallic nature, while the Ambient Occlusion map enhances crevices and surface depth for added realism. Height and Displacement maps provide additional relief, emphasizing the veining and surface undulations perfect for close-up renders where texture detail is paramount.
Compatible with major 3D engines such as Blender, Unreal Engine, and Unity, this seamless pietra gray marble fine white lines texture integrates effortlessly into architectural visualization, realistic game environments, and high-fidelity rendering projects. To optimize your workflow, adjusting the UV scale can highlight the fine white lines on smaller surfaces or maintain a natural large-scale pattern on expansive areas. Additionally, fine-tuning the roughness map enables simulation of various marble finishes—from highly polished countertops to more subtle honed stone appearances—allowing the texture to adapt to diverse design needs. This comprehensive AI texture set offers a reliable, high-resolution solution that elevates the visual quality of any project requiring authentic pietra gray marble surfaces with consistent, natural veining and refined detail.
The AI texture Pietra Gray marble with fine white lines offers highly detailed marble textures that enhance the realism of 3D preview models through accurate PBR material properties.
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.
