This seamless 3D texture presents a highly detailed dusty residue matte coal surface in a deep dark gray color, captured at an impressive 8K resolution for unparalleled clarity in photorealistic renders. The material composition mimics the natural coal substrate, characterized by its fine-grained, porous structure and crumbly texture. The coal base appears dry and weathered, with subtle micro-variations in grain size and surface roughness that contribute to an authentic matte finish. Organic mineral particles form the core aggregate, while fine dusty residues settle into crevices, creating a natural residue layer that adds depth and complexity to the surface. The dark gray coloration is achieved through a blend of carbon-rich pigments and oxide layers, reinforcing the coal’s characteristic matte and muted tone without any metallic sheen.
In terms of PBR channels, the BaseColor (Albedo) captures the rich dark gray coal color with dusty highlights and subtle color shifts from residue deposits. The Normal map emphasizes the porous crumbly texture, reproducing the intricate grain orientation and micro-roughness found on natural coal surfaces. Roughness values are tuned to deliver a predominantly matte finish with slight variations that reflect the fine dusty residue, avoiding any glossy reflections. The Metallic channel remains near zero, consistent with the non-metallic organic nature of coal. Ambient Occlusion enhances the depth of the porous cavities and crevices, while the Height/Displacement map provides realistic surface elevation changes, ideal for parallax or tessellation effects in engine shaders.
This texture is optimized for seamless tiling, making it perfect for large-scale surfaces without visible repetition artifacts, and it’s fully compatible and ready to use in Blender, Unreal Engine, and Unity projects. For best results, it is recommended to adjust the UV scale to maintain the fine grain detail visible at close inspection and to tweak roughness parameters slightly to match the lighting conditions of your scene. The height map can be utilized effectively for parallax occlusion mapping to enhance the perception of depth on flat geometry, bringing added realism to coal surface renders.
The coal surface features a dusty residue and matte finish, exhibiting a dark gray color with a realistic, unreal Blender-ready PBR texture composition.
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.
