The gravel mix multi size stones texture showcases a carefully engineered material that authentically represents a natural sand-soil substrate embedded with an assortment of stones varying in size and shape. The base is a mineral-rich sandy matrix, predominantly composed of fine quartz and feldspar grains, which serve as the organic foundation holding together a diverse range of aggregates. These stones include angular fragments and rounded pebbles, transitioning smoothly into small cobbles that reflect the natural gradation found in real gravel deposits. The composition is subtly bound by faint organic adhesives and mineral cementation, creating a loosely consolidated surface that exhibits moderate porosity and weathering effects. The finish is predominantly matte with occasional rough patches, revealing a weathered texture enhanced by natural oxidation and soil staining, expressed through earthy browns, muted grays, and ochre tones. This complex interplay of materials captures the authentic appearance of outdoor gravel surfaces layered within sand-soil environments.
In terms of PBR texture channels, the basecolor (albedo) map accurately conveys the nuanced earth tones and varied stone hues, while the normal map highlights the relief and tactile granularity of the mixed stone aggregates. The roughness map controls the subtle contrast between matte weathered surfaces and slight natural reflectivity found on some stone faces. Metallic values remain minimal, consistent with the non-metallic nature of natural gravel and sand. Ambient occlusion adds depth by accentuating shadows in crevices and between aggregates, creating a realistic sense of volume. The height/displacement channel enhances surface depth and texture detail, allowing for convincing parallax effects and dynamic surface undulations that respond naturally to lighting and perspective changes. This seamless gravel mix multi size stones texture is rendered at an exceptional resolution of up to 8K, ensuring detailed and crisp visuals suitable for large-scale applications without visible repetition or tiling artifacts.
Designed for seamless tiling and optimized for modern 3D workflows, this tileable gravel mix multi size stones texture integrates effortlessly with industry-standard engines such as Blender, Unreal Engine, and Unity. Its AI-driven generation balances sharp detail with fine grain noise, producing a naturalistic appearance that adapts well to various outdoor terrain scenes, architectural visualizations, and game environments. To maximize realism, it is recommended to maintain consistent UV scaling across assets to avoid texture stretching or distortion, preserving the natural variation in stone sizes and sand distribution. Additionally, fine-tuning the roughness map allows precise control over how light interacts with the weathered, porous surface, enhancing material authenticity. Utilizing the height or displacement channel through tessellation or parallax mapping further enriches the texture’s dimensionality, creating immersive terrain details that react dynamically to different lighting conditions and camera angles.
The AI texture features a gravel mix of multi-size stones combined with sand-soil textures, providing a realistic PBR appearance enhanced by an interactive 3D preview.
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.
