Seamless 3d texture pbr 8k agate banded crystal with translucent layers and glossy finish reflective surfaces free download

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

Preview — Seamless 3d texture pbr 8k agate banded crystal with translucent layers and glossy finish reflective surfaces

IDseamless-3d-texture-pbr-8k-agate-banded-crystal-with-translucent-layers-and-glossy-finish-reflective-surfaces
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents a meticulously crafted agate banded crystal surface, rendered in ultra-high 8K resolution to capture every intricate detail of its natural formation. The material base emulates the fine-grained silica structure typical of agate, characterized by concentric banding patterns formed through successive layers of mineral deposition. These bands alternate between translucent and opaque strata, creating subtle depth variations enhanced by the texture’s translucent layers. The overall geometric form features smoothly undulating, laminar bands with faceted edges resembling natural crystal growth, reinforcing the organic complexity of the stone. This layered, laminated structure is faithfully reproduced through PBR channels, ensuring realistic light interaction and surface intricacy.

The surface finish reflects the polished, glossy nature of cut agate, with reflective properties that simulate the interaction of light on smooth mineral surfaces. The PBR material setup includes a BaseColor map that captures the warm earth tones and subtle color gradations from creamy whites to soft browns and muted grays intrinsic to agate. The Normal map provides finely detailed micro-facets and banded relief, emphasizing the crystal’s subtle surface undulations and boundary edges between translucent layers. Roughness maps are calibrated to depict a predominantly smooth, high-gloss finish with minor variations for natural imperfections, while the Metallic channel remains minimal to simulate the non-metallic silica composition. Ambient Occlusion enhances the perception of depth within the banded layers, and Height/Displacement maps give realistic dimensionality to the layered strata and faceted contours.

Structurally, the texture conveys a compact, low-porosity mineral substrate, typical of agate, with tightly bonded silica grains forming the crystalline bands. The natural adhesive properties of the silica gel during agate formation are represented through seamless transitions between layers, avoiding visible tiling artifacts. The translucent layers simulate partial light transmission characteristic of thin mineral slices, contributing to the authentic appearance of depth and internal reflection. The glossy finish is achieved through a simulated polished surface, enhancing reflectivity and subtle specular highlights that respond dynamically to environmental lighting conditions.

This texture is optimized for seamless tiling and is fully compatible with Blender, Unreal Engine, and Unity, making it suitable for photorealistic rendering in architectural visualization, game environments, and 3D product design. For best results, it is recommended to fine-tune the roughness values to adjust the glossiness depending on the scene lighting and material context. Additionally, when using displacement or parallax effects, blending these with the normal map can create a more convincing illusion of depth across the banded layers without excessive geometry complexity. UV scaling should be carefully managed to maintain the natural proportions of the banded pattern and avoid distortion on larger 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.


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