Seamless 3d texture pbr 8k agate geode interior with veining and iridescent sheen effects free download

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

Preview — Seamless 3d texture pbr 8k agate geode interior with veining and iridescent sheen effects

IDseamless-3d-texture-pbr-8k-agate-geode-interior-with-veining-and-iridescent-sheen-effects
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the intricate interior of an agate geode, characterized by its layered, banded structure and natural veining patterns. The material is primarily composed of microcrystalline quartz, with subtle inclusions that create the distinctive color zoning and translucency seen in authentic agate formations. The geometric form exhibits concentric, laminated bands interspersed with irregular veined aggregates, reflecting the layered deposition of silica over geological time. The texture’s surface finish simulates a polished, lustrous gloss, enhancing the iridescent sheen that shifts dynamically with lighting angles, mimicking the optical effects of natural mineral surfaces.

From a material composition perspective, the texture emulates a dense, hard substrate with minimal porosity, typical of agate geodes. The binders and adhesives are represented by the tightly fused silica matrix that holds fine-grained quartz aggregates and trace mineral impurities in place. Colorants arise from natural mineral inclusions, producing zones of varying hues and subtle translucency. The veining effect is achieved through precise normal and height mapping, emphasizing depth and micro-relief in the banded structures, while the iridescent sheen is conveyed through finely tuned roughness and metallic values, giving reflective surfaces a soft metallic glow without full metalness.

Technically, this texture features an 8K resolution, ensuring exceptional detail and sharpness suitable for high-fidelity renders. It is designed for seamless tiling, enabling continuous patterns without visible repetition, ideal for large-scale applications in Blender, Unreal Engine, and Unity. The PBR workflow is fully supported, with BaseColor maps capturing the nuanced color zoning, Normal maps enhancing surface microstructure and veining, Roughness maps controlling the polished yet subtly variegated gloss, and Height/Displacement maps providing realistic depth to the banding and fissures. Ambient Occlusion maps add natural shadowing within crevices, enhancing realism in complex lighting environments.

For practical use, it is recommended to carefully adjust the UV scale to maintain natural proportions of the veining and banding patterns, avoiding distortion that could break the illusion of realistic mineral layers. Additionally, fine-tuning the roughness channel can balance the interplay between the polished agate’s reflective qualities and the softer diffuse areas, while blending height and normal maps can improve surface detail without excessive geometric complexity. This makes the texture highly versatile for gemstone visualizations, mineral deposit surfaces, and detailed architectural or environmental 3D scenes requiring authentic natural materials.

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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