Seamless 3d texture pbr 8k dappled etched wavy veined pixelated glitch static glossy matte free download

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

Preview — Seamless 3d texture pbr 8k dappled etched wavy veined pixelated glitch static glossy matte

IDseamless-3d-texture-pbr-8k-dappled-etched-wavy-veined-pixelated-glitch-static-glossy-matte
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a sophisticated fusion of organic and digital influences, rendered at an impressive 8K resolution for exceptional detail and clarity. The base material suggests a complex composite substrate combining finely etched stone or ceramic with subtle fiber inclusions, creating a dappled and veined surface that mimics natural mineral formations. The underlying geometry is characterized by flowing, wavy patterns interlaced with delicate veins, evoking a sense of dynamic movement and depth. These veins appear slightly raised or recessed, contributing to the intricate relief that enhances the texture’s tactile realism.

The material composition can be envisioned as a polished yet subtly weathered ceramic or stone tile, incorporating binders that mimic natural adhesives, such as silicate or resinous compounds, which stabilize embedded mineral grains and fine aggregates. The surface exhibits a dual finish: glossy areas that reflect light sharply, contrasting with matte zones that diffuse illumination softly, creating a balanced interplay between sheen and muted texture. The pixelated glitch and static effects introduce a modern, almost electronic distortion overlay, simulating digital noise or interference patterns on the surface. These visual disruptions are integrated seamlessly, providing a layered complexity that enriches the overall material without overpowering the naturalistic veining and waviness.

In terms of PBR workflow, the BaseColor (Albedo) channel carries nuanced color gradients derived from natural stone hues with subtle shifts caused by pixelated noise overlays, while the Normal map encodes finely detailed etched grooves and vein elevations, enhancing surface depth and light interaction. The Roughness channel varies between glossy low-roughness highlights and matte high-roughness areas, enabling realistic reflections and diffuse scattering. Metallic values remain minimal or near zero, consistent with non-metallic stone or ceramic substrates. Ambient Occlusion highlights recessed grooves and etchings to accentuate form, and the Height/Displacement maps provide precise control over waviness and vein relief, allowing for enhanced parallax effects in rendering engines.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, where its 8K resolution ensures crisp detail even at close camera distances. For practical application, it is recommended to carefully adjust UV scaling to maintain the natural flow of the wavy and veined patterns without distortion. Additionally, subtle tuning of the Roughness channel can emphasize either the glossy or matte aspects depending on lighting conditions and artistic goals. When combining height and normal maps, blending them thoughtfully can maximize surface realism, particularly for materials intended to simulate intricate etched or carved surfaces.

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.