The Layered Stone Seamless Texture showcases a meticulously crafted composition inspired by natural sedimentary rock formations. This texture simulates a base substrate of compacted mineral grains, primarily quartz and feldspar, bound together by subtle clay and calcite cementation. Fine stratified layers reveal variations in grain orientation and mineral density, creating a realistic portrayal of weathered stone with moderate porosity and slight micro-fracturing. The surface finish mimics a gently worn, matte patina with subtle variations in roughness and faintly visible oxide staining, lending an authentic aged appearance. Pigmentation arises from natural iron oxide layers and mineral impurities, which produce warm earthy tones interspersed with cooler gray and beige hues, enhancing the layered depth and structural complexity characteristic of sedimentary rock surfaces.
In physically based rendering (PBR) workflows, this tileable layered stone seamless texture delivers exceptional fidelity across all key channels. The BaseColor/Albedo map captures the nuanced color shifts and subtle pigment variations emblematic of natural stone. The Normal map enhances the fine grain orientation and micro-detail of layered strata, conveying realistic depth and relief without introducing harsh discontinuities. Roughness is finely tuned to reflect the weathered matte finish, striking a balance between soft diffuse reflections and slight specular highlights from mineral inclusions. The Metallic channel remains minimal to non-existent, consistent with the non-metallic nature of sedimentary rock, while Ambient Occlusion accentuates crevices and layer separations for enhanced three-dimensionality. The Height/Displacement map provides precise elevation data, enabling convincing parallax effects and surface deformation in real-time engines.
With up to 8K resolution, the texture scales elegantly across large surfaces without visible seams or pixelation, making it ideal for architectural visualization, game environments, product mockups, and interior staging. It integrates seamlessly into Blender, Unreal Engine, and Unity pipelines, providing predictable, repeatable results thanks to its carefully engineered tileable design. For optimal visual consistency, it is recommended to match texel density across assets and maintain uniform UV mapping to minimize pattern stretching. Additionally, adjusting the roughness channel dynamically allows for fine control over surface reflectivity, adapting the stone’s appearance to different lighting conditions or material wear levels.
The AI-generated layered stone seamless texture offers a highly detailed PBR appearance with rock textures that ensure a realistic 3D preview for various material compositions.
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.
