This worn white marble texture seamless high resolution up to 8ktexture authentically replicates the natural complexity of aged marble surfaces, capturing every subtle detail with exceptional precision. At its core, this AI-generated material mimics the calcite mineral base typical of authentic white marble, showcasing fine grain orientations that have developed over millennia. The texture reveals a slight porosity and weathering effect caused by prolonged exposure to natural elements, resulting in a distinctly matte, worn surface finish. This finish reflects years of gentle erosion and soft polishing, which have dulled the stone’s original glossy appearance while highlighting faint veins and micro-cracks characteristic of white marble. Carefully integrated pigments and oxide layers enrich the color palette, introducing nuanced off-white shades and mineral impurities that enhance realism and depth throughout the texture.
The material’s composition is expertly translated into physically based rendering (PBR) channels to maximize its use in diverse 3D workflows. The BaseColor (Albedo) map conveys the subtle veining patterns and off-white hues, while the Normal map accentuates the fine surface undulations and grain detail that give the stone its tactile quality. The Roughness channel varies across the surface, with worn regions exhibiting higher roughness values to simulate diffused reflection and softened light scattering. The Ambient Occlusion map adds natural shadowing in crevices and fissures, enhancing dimensionality, and the Metallic channel remains neutral, faithfully representing marble’s non-metallic nature. The Height/Displacement map introduces realistic surface relief, emphasizing weathered grooves and gentle irregularities that bring the stone’s worn character to life.
Offered in an impressive resolution up to 8k, this tileable worn white marble texture seamless high resolution up to 8k is optimized for flawless repetition without visible seams, making it ideal for large-scale architectural visualizations, environmental designs, and detailed product mockups. Its high fidelity and AI-driven detail are perfectly suited for leading platforms such as Blender, Unreal Engine, and Unity, where seamless tiling and physically accurate materials are essential for immersive 3D previews and rendering projects. The texture’s sophisticated layering supports realistic interaction with light, allowing artists and designers to achieve subtlety and clarity in marble surfaces across varied lighting conditions and viewing angles.
For best results, maintaining consistent UV scaling is recommended to preserve the intricate veining and surface features without distortion. Adjusting the Roughness map can fine-tune the balance between diffuse and specular reflections, enhancing the natural wear and soft sheen typical of aged marble. Utilizing the Height or Displacement channel is particularly effective in close-up renders or interactive environments, adding tactile depth that elevates visual immersion. This seamless worn white marble texture seamless high resolution up to 8ktexture provides a comprehensive, physically accurate material solution designed to enhance marble textures across diverse creative workflows and 3D preview applications.
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.
