The Statuario Marble Thick Veins texture is a meticulously crafted, AI-generated seamless material that authentically replicates the luxurious composition of natural Statuario marble. This type of marble is celebrated for its pristine white calcite base, which is mineral-rich and characterized by a fine-grained crystalline structure. The texture’s smooth, polished surface exhibits minimal porosity, reflecting the high-quality stone’s ability to maintain a sleek, reflective finish. The thick veins, formed through subtle variations in mineral deposits and occasional impurities, create organic, flowing patterns that contrast vividly against the bright, almost translucent white substrate. These veins reveal the natural orientation of grain and mineral alignment, emphasizing the elegant veining typical of premium marble surfaces without any metallic elements, preserving the authentic stone-like physical properties.
This tileable Statuario Marble Thick Veins texture is delivered in ultra-high resolution, supporting up to 8K tiles, ensuring exceptional detail and clarity across large surfaces without visible repetition or distortion. The comprehensive PBR map set includes BaseColor (Albedo) maps that capture the subtle color shifts and vein contrasts, Normal maps that enhance the fine crystalline grain and surface irregularities, and Roughness maps that define the polished, glossy finish typical of marble. Ambient Occlusion maps add realistic shadowing by accentuating crevices and depth, while Height (Displacement) maps simulate the tactile undulations and vein relief, enhancing realism through parallax and displacement effects. These material channels work seamlessly across Blender, Unreal Engine, and Unity, supporting realistic light interaction and making this texture ideal for architectural visualization, cinematic rendering, and detailed 3D previews.
Optimized for consistent detail and elegant veining at any scale, this seamless Statuario Marble Thick Veins texture accelerates workflows by maintaining natural variation without distortion. For optimal realism, it is recommended to keep a uniform UV scale to preserve the thickness and flow of the veins. Adjusting the roughness map allows fine control over the marble’s polished sheen, helping replicate the exact level of glossiness desired for your project. Utilizing the height or displacement maps further enhances the tactile depth, adding subtle surface variations that enrich the visual authenticity of the material in both real-time game engines and offline rendering pipelines. This AI texture offers a versatile and reliable solution for creating stunningly realistic marble textures that highlight the natural elegance and complexity of Statuario marble with thick veining detail.
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.
