Seamless Aerial Rocks 04 by Texture Haven – PBR 3D Texture (8K ready) free download

. Formats: PNG . Free for personal & commercial use.

Preview — Seamless Aerial Rocks 04 by Texture Haven – PBR 3D Texture (8K ready)

IDaerial-rocks-04-by-texture-haven-pbr-seamless-8k
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Aerial Rocks 04 by Texture Haven presents a high-quality PBR 3D texture meticulously crafted to replicate natural rock formations as seen from aerial perspectives. The material base resembles weathered mineral aggregates typical of rugged cliff faces and rocky terrain where a complex interplay of silicate minerals forms a porous yet robust substrate. This texture captures the subtle variations in grain orientation and surface roughness caused by erosion and environmental exposure resulting in a naturally uneven finish that balances rough matte patches with slightly smoother compacted areas. The coloration is dominated by earth tones enriched with muted mossy greens and mineral-rich browns achieved through layered oxide pigments and organic deposits that introduce a realistic variegated albedo without overpowering uniformity.

In the PBR workflow these physical characteristics translate distinctly across the texture’s channels: the Base Color (Albedo) map delivers accurate chromatic detail and subtle color shifts that reflect the rock’s mineral diversity without baked-in lighting while the Normal map encodes fine surface relief and micro-geometry essential for realistic light interaction and shading. The Roughness channel varies across the surface simulating weathered non-reflective stone and occasional smoother patches where mineral surfaces have been polished or compacted by natural forces. Ambient Occlusion enhances depth perception by emphasizing crevices and recesses and the Height (Displacement) map conveys the texture’s topographical variations making it ideal for use with parallax or displacement shaders to add true geometric detail. This pack does not include metallic information consistent with the non-metallic nature of natural stone.

Designed with modern rendering workflows in mind this texture pack is fully compatible with Blender’s Principled BSDF shader Unreal Engine’s material system (supporting Base Color Roughness Normal and AO inputs) and Unity’s URP/HDRP Lit shaders. With resolutions ranging up to 8K it ensures exceptional detail and clarity even on large surfaces making it perfect for expansive terrains cliffs caves and other outdoor rock environments where seamless tiling and consistent physically based shading are critical. To maintain visual fidelity it is recommended to keep texel density consistent across your models and experiment with triplanar or layered tiling techniques to minimize obvious repetition. Combining the normal map with the height or parallax information will further enhance surface realism especially when viewed up close.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.