Seamless 3d texture pbr 8k fractal geometric gradient blurred noisy speckled grunge free download

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

Preview — Seamless 3d texture pbr 8k fractal geometric gradient blurred noisy speckled grunge

IDseamless-3d-texture-pbr-8k-fractal-geometric-gradient-blurred-noisy-speckled-grunge
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a sophisticated fractal-inspired geometric pattern characterized by interlocking hexagonal forms subtly transitioning through a gradient of muted tones. The base material appears to be a weathered composite stone, combining fine mineral aggregates bound within a matte, cementitious substrate. This composite foundation imparts a sturdy, tactile quality with moderate porosity, evident in the dispersed speckled and noisy granules embedded within the surface. The distressed and grunge elements simulate natural wear and erosion, lending an organic irregularity to the otherwise precise geometric arrangement, while the blurred overlays soften edges, suggesting a slightly eroded or dusted finish.

The surface finish can be described as a low-sheen, brushed stone with faint oxidized patches that enhance the aged aesthetic. Colorants in this texture range from soft grays and muted earth tones to subtle blue-gray gradients, achieved through pigment dispersion within the substrate and slight surface staining effects. The fractal geometry is accentuated by height variations and fine displacement details that create depth and tactile variation, making the texture highly suitable for PBR workflows. The seamless nature ensures perfect tiling without visible borders, an essential feature for large-scale digital environments.

In terms of PBR channel composition, the BaseColor (Albedo) channel captures the intricate color gradations and speckled pigment distribution, providing a naturalistic and nuanced visual base. The Normal map encodes the geometric relief of the hexagonal fractal pattern and subtle surface abrasions, enhancing the 3D perception of the texture. Roughness is finely tuned to reflect the brushed stone’s low-gloss finish, balancing light diffusion and specular highlights without appearing too polished. The Metallic channel remains minimal or null, consistent with the non-metallic stone substrate. Ambient Occlusion enriches the shadowing within the geometric crevices, emphasizing depth and realism, while the Height/Displacement map delivers precise elevation data for parallax effects and enhanced surface detail.

Rendered at an impressive 8K resolution, this texture is optimized for use across major 3D platforms including Blender, Unreal Engine, and Unity, ensuring exceptional clarity and detail at close inspection. For practical application, it is advisable to adjust UV scaling carefully to maintain the integrity of the fractal geometry, avoiding distortion or excessive repetition. Additionally, fine-tuning the roughness channel can help adapt the texture to various lighting conditions, while blending height and normal maps can yield smoother transitions in parallax occlusion mapping, further enhancing the material’s realism in dynamic scenes.

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

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