Rock Orange Cliff — Stone Uneven Eroded Cave Stone Uneven — PBR seamless 3D texture free download

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

Preview — Rock Orange Cliff — Stone Uneven Eroded Cave Stone Uneven — PBR seamless 3D texture

IDrock-boulder-cracked-rough-weathered-rock-face-rock-orange-cliff
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Rock Orange Cliff texture captures the authentic appearance of a natural stone surface shaped by uneven erosion and weathering processes over time. This seamless physically based 3D texture replicates the complex mineral composition typical of weathered rock boulders and cliff faces combining coarse aggregates with fine-grained sediment layers. Its base substrate resembles a dense porous silicate stone enriched with iron oxide pigments that impart a distinctive orange hue characteristic of oxidized outdoor terrain and cave environments. The surface finish is rough and cracked showcasing natural fissures and subtle grain orientation caused by geological stress. This detailed material composition is faithfully represented across the PBR channels to ensure realistic shading and light interaction in both real-time and offline rendering pipelines.

Within the PBR maps the Albedo channel delivers the vibrant orange coloration and subtle color variations resulting from mineral inclusions and weathered stains. The Normal map emphasizes the uneven eroded surface topology—highlighting cracks crevices and coarse textures of the rock face while the Roughness map accurately simulates the varying degrees of surface reflectivity from matte dusty patches to slightly polished areas exposed to wind and water erosion. The Height map enhances the perception of depth and relief making the cliffs and cave stones appear tactile and three-dimensional. Ambient Occlusion adds natural soft shadows in recessed areas improving visual depth and enhancing the overall realism of outdoor and terrain scenes. This texture is optimized for modern pipelines and supports the metal/rough workflow with non-metallic stone material properties ensuring consistent results without manual tweaking.

Provided in a high-resolution 4K format with an optional 8K variant for high-end visualization this tileable texture is fully compatible with Blender Unreal Engine and Unity. The seamless design allows for easy tiling across large terrain surfaces while the included EXR and PNG files ensure flexibility for various rendering workflows. For practical application adjusting the UV scale to maintain natural stone proportions and fine-tuning the roughness map can enhance the realism of wet or sun-exposed rock surfaces adapting the texture to different lighting and environmental conditions. This balanced combination of detail and performance makes it ideal for outdoor scenes game environments and architectural visualizations requiring authentic rock boulder cracked and eroded cliff textures.

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.