Seamless 3d texture pbr 8k amethyst rough crystal with color zoning and vitreous luster effects free download

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

Preview — Seamless 3d texture pbr 8k amethyst rough crystal with color zoning and vitreous luster effects

IDseamless-3d-texture-pbr-8k-amethyst-rough-crystal-with-color-zoning-and-vitreous-luster-effects
Crystals
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture represents the complex surface of a rough amethyst crystal, rendered at an impressive 8K resolution to capture every intricate detail. The material is based on natural quartz, with amethyst’s characteristic purple hues arising from trace amounts of iron and other impurities within the crystal lattice. The texture mimics a raw, unpolished form where the crystalline structure is visible in sharp, angular facets and jagged edges, creating a rich interplay of light and shadow. Color zoning is a prominent feature, showing gradual transitions from deep violet to lighter lavender tones, reflecting natural variations in mineral concentration and growth conditions.

The substrate is essentially a translucent, vitreous mineral with a slightly porous surface due to microfractures and surface irregularities common in rough crystals. This unevenness enhances the light dispersion and internal reflections, contributing to the amethyst’s natural gloss and depth. The surface finish is vitreous luster—smooth but not polished—capturing the subtle sheen typical of unrefined crystal specimens. The texture’s roughness channel is carefully calibrated to represent these semi-glossy surfaces, balancing specular highlights and diffuse reflections, while the normal map simulates the intricate geometry of the crystal’s facets and fractures, adding dimensionality without excessive bumpiness.

Colorants and pigments in the BaseColor (Albedo) map reproduce the mineral’s natural gradient, showing zones of concentrated purple interspersed with translucent clear or white areas where the crystal is thinner or more transparent. The Ambient Occlusion map enhances the depth perception by darkening crevices and junctions between crystal faces, while the Height/Displacement channel accentuates the uneven topography of the rough surface, allowing for realistic parallax effects when used in 3D engines. The texture contains no metallic elements, so the Metallic map remains black, consistent with the non-metallic nature of quartz.

Designed for compatibility with Blender, Unreal Engine, and Unity, this texture is optimized for seamless tiling, enabling continuous coverage without visible seams or distortions across large surfaces. For practical application, adjusting the UV scale to match the size of real amethyst formations is recommended, along with fine-tuning the roughness map to transition between slightly matte and glossy areas depending on lighting conditions. Blending height and normal maps can also enhance the perception of depth and surface complexity, especially in close-up renders.

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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