The Weathered White Marble Texture Seamless high resolution up to 8k is a meticulously crafted material designed to replicate the subtle complexity of natural marble surfaces. This texture embodies the unique characteristics of marble composed primarily of calcite, a crystalline mineral known for its smooth yet slightly porous structure. The weathered appearance reflects years of gentle erosion and mineral deposits, resulting in delicate veining and soft discolorations that add authenticity and depth. The surface finish is polished but exhibits mild wear and micro-abrasions that break the uniformity, producing a tactile, slightly matte sheen rather than a glossy one. These nuanced details come from the natural interplay of mineral grain orientation and the accumulation of fine sediment and oxide layers, imparting subtle color variations in creamy whites and faint grayish undertones typical of aged marble slabs used in historic architecture and sculptures.
In terms of digital representation, this tileable weathered white marble texture seamless high resolution up to 8k integrates flawlessly into physically based rendering (PBR) workflows. The BaseColor (Albedo) channel captures the intricate color gradations and veining without artificial saturation, maintaining a natural look. The Normal map subtly encodes surface irregularities such as micro-cracks and gentle undulations, enhancing light interaction and depth perception. Roughness is finely tuned to reflect the semi-polished, weathered finish, balancing reflectivity and diffuse scattering to avoid unnatural shine. The Metallic channel remains null, consistent with marble’s non-metallic mineral composition. Ambient Occlusion adds soft shadowing in crevices and along veins, emphasizing surface breakup and dimensionality. Height or displacement maps provide realistic depth cues for advanced rendering, perfect for cinematic scenes or real-time applications where tactile surface detail is critical.
With an ultra-high resolution of up to 8k, this AI texture weathered white marble texture seamless high resolution up to 8k is optimized for extensive coverage of large surfaces without visible repetition or pixelation. It works seamlessly out-of-the-box in popular 3D software such as Blender, Unreal Engine, and Unity, accelerating iteration cycles and ensuring consistent visual fidelity across real-time scenes, level dressing, and material studies. For best results, it is recommended to adjust UV scale to match the physical dimensions of marble slabs and to subtly modulate roughness maps to simulate varying degrees of surface wear, enhancing realism. Incorporating a light normal pass with ambient occlusion can further break up uniformity, producing a believable weathered marble surface suitable for both architectural visualizations and virtual environment design.
The seamless weathered white marble texture seamless high resolution up to 8k provides a detailed 3D preview of marble textures, showcasing the material's realistic PBR appearance with a weathered white marble texture seamless high resolution up to 8ktexture.
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.
