This seamless 8K PBR 3D texture vividly captures the intricate surface of coal dust with a dusty residue, rendered in a deep coal color charcoal tone. The material composition primarily reflects a natural mineral substrate formed from compacted carbonaceous particles and fine mineral binders. The grain structure is porous and crumbly, showcasing accumulated coal dust deposits with subtle granular micro-variation. These characteristics are visible in the BaseColor/Albedo channel, which presents a rich charcoal hue with uneven dusty residue patches, while the Normal and Height maps emphasize the texture’s porous, rough surface and crumbly micro-topography. The roughness map accurately conveys the dry, matte finish typical of weathered coal dust, with minimal specularity in the metallic channel as expected from a largely non-metallic organic mineral surface. Ambient Occlusion enhances the depth and shadowing within the fine grain details, adding to the overall realism.
The dusty residue layer evident in this texture reflects the natural accumulation of fine particulate matter on the coal surface, creating a subtle yet distinct overlay that influences surface reflectivity and depth. This texture’s composition suggests a mix of loosely bound dust particles and compacted organic mineral aggregates, which manifest as soft, porous areas interspersed with slightly harder compacted regions. These variations are essential for photorealistic rendering in 3D projects that require authentic coal dust surfaces exhibiting natural wear and environmental exposure. The charcoal color palette is carefully balanced to simulate the appearance of dry, aged coal dust rather than fresh or oily deposits, making it ideal for realistic environmental and industrial visualizations.
Designed specifically for high-end applications, this 8K resolution seamless texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting detailed close-ups without visible repetition or pixelation. The texture’s PBR workflow integration ensures that all channels—BaseColor, Normal, Roughness, Metallic, Ambient Occlusion, and Height—work harmoniously to produce a lifelike coal dust appearance under varied lighting conditions. For practical use, it is recommended to adjust the UV scale carefully to maintain the natural granularity of the coal dust surface. Additionally, fine-tuning the roughness map can help simulate different environmental effects, such as dampening or dust accumulation variations, enhancing the material’s versatility across diverse 3D 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)
- 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.
